










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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! 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! 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:
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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Wyrmic |
Level / Exp | 32 / 65% |
Size | medium |
Lifes / Deaths | Killed by Iviretta the corrupted dendritic hemospinner at level 32 on the 78th Dusk 123rd year of Ascendancy at 17:17 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 76 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 26 (base 11) |
Magic | 11 (base 10) |
Willpower | 79 (base 60) |
Cunning | 33 (base 17) |
Resources
Life | -181/1370 |
Equilibrium | 58 |
Healing Factor | 1.1816586254954 |
Regeneration | 22.096483286786 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 5 |
See Stealth | 14 |
See Invisible | 14 |
Offense: Mainhand
Damage | 45 |
Accuracy | 48 |
Crit Chance | 18% |
APR | 23 |
Speed | 0.97 |
Offense: Offhand
Damage | 50 |
Accuracy | 48 |
Crit Chance | 18% |
APR | 29 |
Speed | 0.97 |
Offense: Spell
Spellpower | 5.5 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 41% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +8% |
Blight | +8% |
Physical | +8% |
Cold | +11% |
All | 0% |
Darkness | +12% |
Lightning | +25% |
Mind | +14% |
Fire | +14% |
Nature | +12% |
Offense: Damage Penetration
Acid | +11% |
Blight | +11% |
Physical | +11% |
Cold | +11% |
Lightning | +11% |
Darkness | +11% |
Mind | +10% |
Fire | +31% |
Nature | +11% |
Defense: Base
Armour (hardiness) | 51.104573345417 (84.647538266536%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 11 |
Physical Save | 36 |
Spell Save | 39 |
Mental Save | 45 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 45%( 70%) |
Arcane | + 36%( 70%) |
Cold | + 31%( 70%) |
All | + 16%( 70%) |
Lightning | + 70%( 70%) |
Light | + 21%( 70%) |
Physical | + 18%( 70%) |
Mind | + 26%( 70%) |
Darkness | + 42%( 70%) |
Fire | + 60%( 70%) |
Nature | + 41%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 10% |
Bleed Resistance | 20% |
Confusion Resistance | 20% |
Knockback Resistance | 60% |
Stun Resistance | 72% |
Poison Resistance | 0% |
Blind Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 181 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 2.5 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: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You failed to protect the lost sun paladin from death by Ce'Nurenne the weaver young. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the temporal explorer from death by Gluta the blade horror. Escort: temporal explorer (level 2 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 fire 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed ice wyrm tooth. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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! | 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 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 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +6% cold Phys.save +11 (+5 eff.) Mind.save +10 (+3 eff.) Die.at -80.00 life ---------- misc Hate/m.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +7 Con ----- def ----- Defense +20 (+6 eff.) Resists +6% acid +6% fire +6% darkness Crit.chn- 10.00% Mind.save +11 (+3 eff.) ---------- misc Light +4 Infravis +3 See.Stealth +14 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +9 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +3% mind ----- def ----- Defense +2 (+0 eff.) Resists +18% lightning Mind.save +15 (+5 eff.) ---------- misc Equi/ret +1.50 Psi/ret +1.58 Hate/ret +2.00 Hateful Whisper: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 191 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.8 Hate for each new victim. Each turn for 2 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 28% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning +6% mind Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +18% darkness +8% blight +3% mind +7% arcane +6% light Affinity +7% nature Spell.save +10 (+3 eff.) ---------- misc Light +2 Infravis +1 Masteries +0.20 Wild-gift/Antimagic Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 3.5 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% mind ----- def ----- Resists +9% acid +5% arcane +6% nature Heal.mod +5% Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +6% fire Res.pen +20% fire ----- def ----- Armour +12 Defense +30 (+10 eff.) Blind- +10% Cut- +20% Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Resists +13% lightning +6% darkness +6% blight +3% fire +5% arcane +3% cold Spell.save +3 (+1 eff.) Stun/Frz- +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 29% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +14 (+4 eff.) Melee+ 8 mind 7 darkness Dmg.mod +5% mind +4% darkness Res.pen +5% mind ----- def ----- Defense +10 (+3 eff.) Spell.save +9 (+3 eff.) Die.at -80.00 life Max.HP +100.00 Confus- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 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. |
In off hand | ![]() 3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 94% Range: 1.1x Uses 50% Wil, 29% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 10% While equipped: dps ---------- Mind.crit +11% Mind.pwr +6 (+2 eff.) S.pwr/crit +8 Melee Ret 4 arcane ----- def ----- Resists +9% mind +15% fire HP.reg +2.00 Disarm- +10% ---------- misc Hate/m.crit +4.00 Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Master/Psionic While equipped: Stats +3 Dex +4 Wil +7 Cun dps ---------- Mind.crit +5% Acc +5 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 5.9 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 50.99 fire damage in a radius of 5 each turn for 9 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 17% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 660% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 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 3 tidal wave that expands slowly over 7 turns, dealing 19.94 cold and 19.40 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 120% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+7 eff.) Dmg.mod +20% fire Res.pen +5% cold ----- def ----- Armour +11 Hardiness +8% Defense +7 (+2 eff.) Resists +5% arcane +6% light Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Knockbk- +20% ---------- misc Mana/turn +0.40 Wards +2 fire Talents +3 Ward +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+5 eff.) Dmg.mod +25% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane Power 148% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +25 (+8 eff.) Dmg.mod +39% blight +39% fire +39% darkness +39% acid Res.pen +19% blight +19% fire +19% darkness +19% acid ----- def ----- Defense +20 (+6 eff.) ---------- misc Stam/turn +3.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon [Ego+] Master Power 157% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% all Acc +13 (+6 eff.) Apr +12 Massive two-handed battleaxes. |
![]() 3.0 T5 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 10% chance to reduce all saves and defense by 32 While equipped: Stats +3 Dex +3 Mag +10 Wil +10 Con dps ---------- Phys.crit +12.0% Crit.mult +19.00% Acc +12 (+6 eff.) Apr +12 ----- def ----- Defense +12 (+4 eff.) Resists +6% mind Max.HP +77.00 Disarm- +32% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane/Psionic Power 161% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Nature Power 175% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Crit.r2 +63 lightning +23 cold While equipped: dps ---------- Mov.spd +46% Res.pen +21% lightning +21% cold Massive two-handed swords. |
![]() 3.0 T4 longsword 1H weapon [Random Unique] Nature/Master Power 140% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +4 lightning While equipped: Stats +13 Con +10 Wil dps ---------- Phys.crit +12.0% Crit.mult +21.00% Dmg.mod +18% lightning +9% temporal Acc +6 (+3 eff.) Apr +9 ----- def ----- Defense +10 (+3 eff.) Max.HP +66.00 Disarm- +27% Def/telep +15 Res/telep +15% Dur/telep +15% Sharp, long, and deadly. |
![]() 3.0 T4 waraxe 1H weapon [Ego+] Disrupt Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Against +15% 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% One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 5 While equipped: dps ---------- Acc +9 (+4 eff.) ----- def ----- Defense +12 (+4 eff.) Disarm- +41% One-handed war axes. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 75% Range: 1.1x Uses 50% Wil, 29% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Wil +2 Cun dps ---------- Mind.crit +1% Mind.pwr +2 (+0 eff.) Dmg.mod +3% physical Res.pen +3% physical On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +3% physical Crit.chn- 15.00% ---------- misc Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 94% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 29% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 light While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 mind 7 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Resists +6% cold +12% fire Die.at -40.00 life Pinning- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 29% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 mind On Crit.r2 +8 darkness While equipped: dps ---------- Mind.crit +5% Mind.pwr +24 (+7 eff.) Dmg.mod +9% lightning ----- def ----- Resists +34% lightning +11% fire +8% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +3 Dex +2 Mag +2 Wil +2 Cun +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 4 lightning Dmg.mod +4% lightning Res.pen +6% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 On Crit.r2 +35 acid +48 nature While equipped: dps ---------- Res.pen +17% acid +36% nature Apr +15 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Master Power 164% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +23.0% Capacity 21 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +15% blight +15% all Max.HP +46.00 HP.reg +4.30 Heal.mod +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T3 light armor [Rare] Master While equipped: Stats +7 Con dps ---------- Phys.crit +6.0% Dmg.mod +6% darkness ----- def ----- Armour +6 Defense +19 (+6 eff.) Fatigue +8% Resists +22% lightning +2% physical A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane While equipped: Stats +5 Str +6 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +8% Mind.crit +6% Phys.pwr +15 (+4 eff.) Spell.pwr +17 (+6 eff.) Mind.pwr +19 (+6 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +14% lightning A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +3% physical +14% darkness +12% blight +3% cold +3% mind Max.HP +32.00 HP.reg +2.60 ---------- misc Stam/turn +0.70 Light +1 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +18 Defense +16 (+5 eff.) Fatigue +12% Mind.save +18 (+6 eff.) A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +8% physical +8% fire +7% lightning +8% cold Disarm- +20% Stun/Frz- +25% Knockbk- +28% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +4 (+1 eff.) On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Resists +6% acid Phys.save +16 (+6 eff.) Spell.save +11 (+4 eff.) ---------- misc Size +2 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +3% blight +3% fire +3% nature +6% cold Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 4.5 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 669.08 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +6% fire +3% light +5% cold Die.at -40.00 life Poison- +10% Disarm- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +2 Wil +4 Con dps ---------- Dmg.mod +6% cold Res.pen +10% cold ----- def ----- Armour +3 Fatigue +5% Resists +15% mind Mind.save +6 (+2 eff.) ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature 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. |
![]() 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 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 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. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Resists +6% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T5 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 125 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 31% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind Res.pen +10% mind Create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 20% for 2 turns. 100% to gain a 16% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By derp the Higher Wyrmic level 20
60th Haze 122nd year of Ascendancy at 01:54 see stats
By derp the Higher Wyrmic level 24
10th Regrowth 123rd year of Ascendancy at 01:37 see stats
By derp the Higher Wyrmic level 29
39th Pyre 123rd year of Ascendancy at 20:26 see stats
By derp the Higher Wyrmic level 30
14th Dusk 123rd year of Ascendancy at 14:18 see stats
By derp the Higher Wyrmic level 10
7th Mirth 122nd year of Ascendancy at 10:50 see stats
By derp the Higher Wyrmic level 20
51st Dusk 122nd year of Ascendancy at 10:03 see stats
By derp the Higher Wyrmic level 30
12nd Dusk 123rd year of Ascendancy at 14:18 see stats
By derp the Higher Wyrmic level 20
34th Haze 122nd year of Ascendancy at 09:01 see stats
By derp the Higher Wyrmic level 22
1st Regrowth 123rd year of Ascendancy at 00:25 see stats
By derp the Higher Wyrmic level 8
78th Pyre 122nd year of Ascendancy at 22:30 see stats
By derp the Higher Wyrmic level 11
1st Flare 122nd year of Ascendancy at 14:06 see stats
By derp the Higher Wyrmic level 22
1st Regrowth 123rd year of Ascendancy at 00:23 see stats
By derp the Higher Wyrmic level 22
1st Regrowth 123rd year of Ascendancy at 20:12 see stats
By derp the Higher Wyrmic level 16
14th Dusk 122nd year of Ascendancy at 04:31 see stats
Log
Derp is crippled.
Iviretta the corrupted dendritic hemospinner performs a melee critical strike against derp!
Derp is pinned to the ground.
Melee retaliation hits Iviretta the corrupted dendritic hemospinner for 3 arcane, 3 arcane (7 total damage).
Iviretta the corrupted dendritic hemospinner hits derp for 315 physical, 31 physical, (8 antimagic), 0 fire, (13 antimagic), 0 lightning, 140 physical, 34 physical, (9 antimagic), 0 fire (523 total damage).
Melee retaliation hits Iviretta the corrupted dendritic hemospinner for 3 arcane damage.
Iviretta the corrupted dendritic hemospinner's Quickdraw Knife hits derp for 153 physical, 38 physical, (10 antimagic), 0 fire (192 total damage).
Derp uses Infusion: Healing.
Derp is not crippled anymore.
derp receives 128 healing from Infusion: Healing.
Derp uses Infusion: Wild.
Derp warms up.
Derp is cured!
Derp lessens the pain.
Derp breathes acid!
Iviretta the corrupted dendritic hemospinner is recovering from the damage!
derp hits Iviretta the corrupted dendritic hemospinner for (89 to psi shield), 370 acid (370 total damage).
Melee retaliation hits Iviretta the corrupted dendritic hemospinner for 3 arcane damage.
Iviretta the corrupted dendritic hemospinner's Beyond the Flesh hits derp for 73 physical, 26 physical, (8 antimagic), 0 fire (100 total damage).
The gastric wave is upon you!
Iviretta the corrupted dendritic hemospinner's static net area effect hits derp for (30 antimagic), 0 lightning (0 total damage).
Iviretta the corrupted dendritic hemospinner uses Flurry.
Iviretta the corrupted dendritic hemospinner misses derp.
Iviretta the corrupted dendritic hemospinner performs a melee critical strike against derp!
Derp is disarmed!
Iviretta the corrupted dendritic hemospinner misses derp.
Melee retaliation hits Iviretta the corrupted dendritic hemospinner for 3 arcane, 3 arcane, 3 arcane, 3 arcane (14 total damage).
Iviretta the corrupted dendritic hemospinner hits derp for 58 physical, 26 physical, (8 antimagic), 0 fire, (13 antimagic), 0 lightning, 110 physical, 29 physical, (9 antimagic), 0 fire, 100 physical, 29 physical, (9 antimagic), 0 fire, 49 physical, 29 physical (435 total damage).
derp the level 32 higher wyrmic was torn limb from limb to death by Iviretta the corrupted dendritic hemospinner on level 1 of The Godfeaster.