
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shadows are Different Botamon 1.5.10Now with 200% more botamon! Significantly buffs doomed by changing their shadows to botamon. Overloads talents/cursed/shadows.lua and adds tiles to gfx/shockbolt/npc - use at own risk. Kirby emote pls <3. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Female |
Race | Krog |
Class | Bulwark |
Level / Exp | 50 / 594% |
Size | big |
Lifes / Deaths | Killed by Silorira the orc pyromancer at level 37 on the 26th Regrowth 123rd year of Ascendancy at 10:33 / 2Killed by Warbear Polethra at level 50 on the 77th Haze 123rd year of Ascendancy at 21:39 |
Antimagic | Follower |
Primary Stats
Strength | 81 (base 60) |
Dexterity | 73 (base 60) |
Constitution | 56 (base 32) |
Magic | 15 (base 9) |
Willpower | 101 (base 60) |
Cunning | 29 (base 12) |
Resources
Life | -91/2531 |
Psi | 191/191 |
Stamina | 508/558 |
Equilibrium | 30 |
Healing Factor | 1.4800460901468 |
Regeneration | 65.012338880472 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +9.9999999999998% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 7 |
Infravision | 22 |
See Stealth | 26.003878189685 |
See Invisible | 51.003878189685 |
Offense: Mainhand
Damage | 184 |
Accuracy | 72 |
Crit Chance | 69% |
APR | 52 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 11.5 |
Crit Chance | 31% |
Speed | 1 |
Offense: Mind
Mindpower | 67 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Physical | +65% |
Fire | +18% |
Cold | +17% |
Arcane | +17% |
Mind | +14% |
All | +8% |
Offense: Damage Penetration
Physical | +51% |
Fire | +29% |
Cold | +29% |
Blight | +19% |
Arcane | +24% |
Mind | +19% |
All | +14% |
Defense: Base
Armour (hardiness) | 84.292304923968 (87.807182003187%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 26 |
Physical Save | 52 |
Spell Save | 61 |
Mental Save | 46 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 42%( 70%) |
Physical | + 59%( 70%) |
Cold | + 21%( 70%) |
All | + 10%( 70%) |
Lightning | + 36%( 70%) |
Light | + 21%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 47%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 28%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 67% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 10% |
Blind Resistance | 69% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 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 857 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 955% 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. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 138.16 physical damage and 180.86 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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. * You have killed the necromancers and saved some of the Krogs. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Layoma the stone troll. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Daikara. Escort: lost tinker (level 1 of Daikara)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Emelalekira the brown bear. Escort: worried loremaster (level 2 of Trollmire) | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 2936. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Armour: +5 Fatigue: +4% Changes stats: +1 Mag / +8 Wil / +4 Con Changes resistances penetration: +22% physical Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +2% Mindpower: +8 (+2 eff.) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% It can be used to activate talent Blindside, placing all other charms into a 18 cooldown : Effective talent level: 2.0 Power cost: 18 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 21 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() Requires: - Dexterity 35 Infused by nature Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 4 Power: 159% Range: 1.2x Uses stats: 40% Wil, 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +5 Crit. chance: +14.5% Capacity: 22 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 188 physical damage On weapon crit: * Deals 110 Manaburn damage and puts 1 random spell talent on cooldown for 5 turns (checks Confusion immunity) * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +4 mind Damage (radius 1) on hit: +4 mind / +16 light Damage (radius 2) on crit: +20 light Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 16% Changes stats: +1 Mag / +6 Wil / +2 Cun Changes resistances penetration: +14% all Changes damage: +15% acid Critical mult.: +17.00% Maximum life: +52.00 Light radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It is part of a set of items. Kroltar's power resides in his scales. The set is complete. When wielded/worn: Armour: +9 Defense: +5 (+2 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Wil / +5 Con / +10 Lck Changes damage: +10% physical / +10% fire Talent mastery: +0.20 Wild-gift / Fire drake aspect Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: +15 (+5 eff.) It can be used to activate talent Bellowing Roar (costing 32 power out of 45/45) : Effective talent level: 3.6 Power cost: 32 out of 45/45. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 42%) for 3 turns. The sound wave is so strong, your foes also take 170.21 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
On hands | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +20.0% Armour: +14 Damage (Melee): 13 physical Changes resistances: +9% blight / +3% temporal / +3% nature Changes damage: +11% physical Critical mult.: +14.00% Poison immunity: +10% Life regen: +10.00 Stamina each turn: +2.00 Maximum stamina: +35.00 Spell crit. chance: +14% Mental crit. chance: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% 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. |
Tool | ![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances: +8% darkness Changes damage: +3% acid / +6% physical Damage affinity(heal): +15% darkness Critical mult.: +13.00% Stamina each turn: +3.00 Maximum life: +31.00 Maximum stamina: +18.00 Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Changes resistances: +12% cold Changes resistances penetration: +10% arcane / +15% cold Changes damage: +9% arcane / +9% cold Mental save: +10 (+3 eff.) Confusion immunity: +33% Stun/Freeze immunity: +47% Life regen: +22.00 Maximum life: +91.00 Healing mod.: +17% Rings make your fingers look great! |
On fingers | ![]() Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Damage when hit (Melee): 6 fire Changes resistances: +12% physical Changes resistances penetration: +15% fire Changes damage: +6% all / +12% physical Mental save: +6 (+2 eff.) Confusion immunity: +25% Spellpower: +11 (+2 eff.) Mindpower: +11 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 7 * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 2 darkness Changes resistances: +38% mind Changes resistances penetration: +5% blight / +5% mind Changes damage: +6% mind Blindness immunity: +69% Confusion immunity: +42% Infravision radius: +16 Sight radius: +4 See invisible: +25 Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 5 Power: 169% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 38 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +22 (+5 eff.) Armour penetration: +13 Physical crit. chance: +13.0% Defense: +20 (+6 eff.) Changes stats: +2 Cun / +2 Con Changes resistances: +3% mind / +6% blight Changes resistances penetration: +15% physical Only die when reaching: -60.00 life Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +30 (+7 eff.) Physical power: +10 (+3 eff.) Changes stats: +5 Cun / +5 Wil Changes resistances: +12% light / +1% physical Damage against: +25% Summoned Reduced damage from: +26% Summoned A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 48 Infused by nature Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 5 When used to attack (with talents): Power: 178% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +204 On weapon hit: * 20% chance to slow global speed by 66% * Deal physical damage equal to your armor (84) Damage (Melee): +25 physical Damage (radius 2) on crit: +4 physical When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Fatigue: +8% Damage (Melee): 32 cold Damage when hit (Melee): 16 ice Changes stats: +5 Wil Changes resistances: +18% physical Talent granted: +1 Block Critical mult.: +5.00% Maximum stamina: +30.00 Slows Projectiles: +30% Bonus block near projectiles: +93 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +3 (+1 eff.) Fatigue: -4% Damage when hit (Melee): 6 physical Changes stats: +7 Con Changes resistances: +9% lightning / +3% physical Changes damage: +18% physical Critical mult.: +15.00% Stamina each turn: +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. The set is complete. When wielded/worn: Armour: +18 Defense: +20 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +240.00 It can be used to activate talent Devouring Flame (costing 35 power out of 80/80) : Effective talent level: 3.6 Power cost: 35 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 50.38 fire damage in a radius of 4 each turn for 7 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
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Cun / +4 Wil Changes damage: +9% mind / +9% fire Mental save: +18 (+6 eff.) Cut immunity: +70% Mental crit. chance: +3% Healing mod.: +24% It can be used to activate talent Heal, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 265 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Physical save: +15 (+5 eff.) Spell save: +15 (+4 eff.) Mental save: -7 (-2 eff.) Maximum life: +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Frost Lord's Chain Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Damage when hit (Melee): 10 cold Changes resistances: +25% cold Changes damage: +12% cold Talent granted: +2 Shivgoroth Form Stun/Freeze immunity: +30% Spellpower: +12 (+3 eff.) Ice block penetration: +20% Gives all your cold damage a 20% chance to freeze the target. This impossibly cold chain of frost-coated metal radiates a strange and imposing aura. |
![]() Unflinching Eye Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: -25% light Changes resistances cap: -25% light Change telepathy range by : +10 Grants telepathy: Horror Blindness immunity: +100% Confusion immunity: +50% Infravision radius: +3 Activating this item is instant. It can be used to activate talent Arcane Eye (costing 42 power out of 60/60) : Effective talent level: 2.0 Power cost: 42 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal Activation costs 7 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Damage when hit (Melee): 6 mind Changes resistances: +5% physical Changes resistances penetration: +20% fire Changes damage: +9% fire Stun/Freeze immunity: +20% Life regen: +20.00 Maximum life: +180.00 Healing mod.: +19% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +10 Lck Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Only die when reaching: -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() titan's voratun ring of nature (+34%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Con Changes resistances: +34% nature Changes damage: +17% nature Physical save: +12 (+4 eff.) Rings make your fingers look great! |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 34 darkness Changes stats: +5 Con Changes damage: +9% all Grants telepathy: Demon/Major Demon/Minor Spell save: +17 (+5 eff.) Life regen: +15.00 Maximum life: +55.00 Maximum stamina: +10.00 Spellpower: +16 (+4 eff.) Infravision radius: +3 See invisible: +14 Healing mod.: +63% Rings make your fingers look great! |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +25 Con Changes resistances: +10% cold / +25% nature / +10% darkness Reduces incoming crit damage: 23.00% Life regen: +14.00 Maximum life: +68.00 Healing mod.: +17% Rings make your fingers look great! |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * 18% chance to reduce all saves and defense by 38 * 20% chance to reduce damage dealt by 30% Damage (Melee): 35 physical Effects on ranged hit: * 18% chance to reduce all saves and defense by 38 Damage (Ranged): 35 physical Damage when hit (Melee): 4 fire Changes stats: +18 Cun / +8 Dex Changes resistances: +21% darkness Changes resistances penetration: +5% fire Changes damage: +20% lightning / +3% fire Damage affinity(heal): +20% lightning Mental save: +15 (+5 eff.) Disarm immunity: +47% Confusion immunity: +37% Pinning immunity: +44% Knockback immunity: +45% Hate when firing a critical mind attack: +3.00 Maximum life: +46.00 Maximum hate: +12.00 Movement speed: +15% Chance to avoid any damage: +8% It can be used to activate talent Bleeding Edge, placing all other charms into a 14 cooldown : Effective talent level: 3.9 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
![]() quick stralite dagger of amnesia (134% power, 9 apr) Requires: - Dexterity 35 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 134% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) When wielded/worn: Accuracy: +16 (+4 eff.) Changes stats: +4 Dex Combat speed: +10% Sharp, short and deadly. |
![]() truestriking iron dagger of torment (100% power, 5 apr) Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Accuracy: +9 (+2 eff.) Armour penetration: +6 Changes resistances penetration: +7% physical Sharp, short and deadly. |
![]() truestriking voratun dagger of shearing (150% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 150% Range: 1.3x Uses stats: 40% Wil, 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Accuracy: +21 (+5 eff.) Armour penetration: +21 Changes resistances penetration: +9% all / +7% physical Sharp, short and deadly. |
![]() The Black Maul (182% power, 15 apr) Requires: - Strength 40 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Power: 182% Range: 1.5x Uses stats: 40% Wil, 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +15 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Obliterating Smash (10% chance level 3). When wielded/worn: Accuracy: +20 (+5 eff.) Physical power: +12 (+3 eff.) Talent masteries: +0.20 Corruption / Brutality +0.20 Technique / Two-handed assault Shadow Power: +10 Increases all damage by 1% for each point of your Shadow Power. It can be used to activate talent Reckless Strike (costing 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 out of 25/25. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
![]() caustic steel greatsword of rage (129% power, 2 apr) Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 130% Range: 1.6x Uses stats: 40% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 2) on crit: +13 acid / +19 nature When wielded/worn: Accuracy: +14 (+3 eff.) Armour penetration: +12 Changes stats: +7 Str Changes resistances penetration: +13% acid / +16% nature Changes damage: +10% physical Massive two-handed swords. |
![]() mighty dragonbone longbow of piercing Requires: - Dexterity 48 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 5 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +38 (+9 eff.) Armour penetration: +23 Physical power: +9 (+3 eff.) Changes stats: +6 Str Changes resistances penetration: +21% all Longbows are used to shoot arrows at your foes. |
![]() mighty elven-wood longbow of acid Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +9 Damage (Ranged): +23 acid When wielded/worn: Physical power: +20 (+5 eff.) Changes stats: +8 Str Changes damage: +26% acid Longbows are used to shoot arrows at your foes. |
![]() Requires: - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 147% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Fire Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +10 Crit. chance: +18.0% Attack speed: 100% When this weapon hits: Fire Breath (15% chance level 4). When wielded/worn: Changes stats: +7 Str / +7 Wil Changes resistances: +10% nature / +15% fire Changes resistances penetration: +15% fire Changes damage: +20% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() arcing voratun mace of massacre (168% power, 6 apr) Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 5 Power: 169% Range: 1.4x Uses stats: 40% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Blunt and deadly. |
![]() mitotic living mindstar of venom (113% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 113% Range: 1.1x Uses stats: 90% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +14.0% Attack speed: 100% On weapon hit: * 16% chance to slow global speed by 66% * 17% chance to reduce armor by 16% When wielded/worn: Damage (Melee): 18 acid Changes resistances: +15% acid Changes resistances penetration: +14% acid Changes damage: +20% acid Talent granted: +1 Attune Mindstar Life regen: +4.00 Mindpower: +10 (+2 eff.) Mental crit. chance: +5% It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() mighty drakeskin leather sling of enduring Requires: - Dexterity 48 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When wielded/worn: Physical power: +14 (+4 eff.) Changes stats: +5 Str / +11 Wil / +11 Con Maximum life: +35.00 Slings are used to hurl stones or metal shots at your foes. |
![]() penetrating stralite steamgun of true flight Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 4 Power: 66% Range: 1.1x Uses stat: 40% Wil Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +10 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+1 eff.) Physical crit. chance: +7.0% Changes resistances penetration: +17% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Skeletal Claw (167% power, 8 apr) Requires: - Dexterity 14 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 5 Power: 167% Range: 1.1x Uses stats: 40% Wil, 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 125% When this weapon hits: Bone Grab (10% chance level 3). When this weapon hits: Bone Spear (20% chance level 4). Damage (Melee): +30 bleed Damage (radius 2) on crit: +50 bleed When wielded/worn: Defense: +12 (+4 eff.) Talent mastery: +0.25 Corruption / Bone Spellpower: +4 (+1 eff.) Combat speed: +10% Talent on hit(spell): Bone Spear (10% chance level 4). It can be used to activate talent Bone Nova (costing 14 power out of 20/20) : Effective talent level: 4.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Fire bone spears in all directions, hitting all foes within radius 4 for 55.56 physical damage, and inflicting bleeding for another 27.78 damage over 5 turns. The damage will increase with your Spellpower. This whip appears to have been made from a human spine. A handle sits on one end, a sharply honed claw on the other. |
![]() Lightning Catcher Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: +5% Changes resistances: +30% lightning Stun/Freeze immunity: +30% Taking lightning damage or making critical hits builds 2 energy charges, which give you +5% lightning damage and +1 to all stats. The charges decay at a rate of 1 per turn. Max 10 charges. A fine mesh of metal threads held together by a sturdy chain. Sparks dance across it. |
![]() Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +10 Defense: +3 (+1 eff.) Changes stats: +4 Dex / +5 Mag / +9 Wil / +5 Cun Changes resistances: +6% acid / +3% temporal / +5% arcane Spell save: +12 (+3 eff.) Mental save: +18 (+6 eff.) Confusion immunity: +20% Knockback immunity: +21% Teleport immunity: +20% Spell crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() dispeller's elven-silk robe of Linaniil (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +11% lightning / +10% darkness / +7% light / +9% blight / +10% fire / +7% cold / +15% all Physical save: +17 (+6 eff.) Spell save: +37 (+10 eff.) Mental save: +20 (+7 eff.) Mana each turn: +0.38 Maximum mana: +81.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +1 Cun Changes resistances: +13% all Changes damage: +14% darkness / +24% light / +13% all Spellpower: +25 (+6 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant elven-silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +8 Con Changes resistances: +12% blight / +15% all Changes damage: +20% nature Poison immunity: +34% Disease immunity: +48% Life regen: +4.10 Maximum life: +78.00 Healing mod.: +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() verdant silk robe of lightning (+28%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +8 Con Changes resistances: +28% lightning / +13% all Changes damage: +6% nature / +19% lightning Poison immunity: +34% Disease immunity: +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour penetration: +15 Physical power: +12 (+3 eff.) Armour: +12 Defense: +2 (+1 eff.) Fatigue: +8% Talent masteries: +0.20 Cunning / Trapping +0.20 Cursed / Endless hunt +0.20 Cursed / Predator Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Stun/Freeze immunity: +40% Maximum life: +80.00 Activating this item is instant. It can be used to boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action) Activation costs 23 power out of 32/32. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() eldritch pair of drakeskin leather boots (0 def, 5 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Changes stats: +5 Mag / +4 Wil Mana each turn: +0.59 Maximum mana: +40.00 Spell crit. chance: +4% A pair of boots made of leather. |
![]() insulating pair of voratun boots of force (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Physical power: +9 (+3 eff.) Armour: +5 Fatigue: +4% Changes resistances: +9% fire / +8% cold Spellpower: +5 (+1 eff.) Mindpower: +15 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Changes stats: +10 Cun / +10 Wil Changes resistances penetration: +25% nature Changes damage: +25% nature Spell save: +15 (+4 eff.) Maximum life: +100.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +15% Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 195.39 arcane damage and stunned) Activation costs 70 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
![]() brawler's drakeskin leather gloves of archery (0 def, 3 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +12 Armour: +3 Changes stats: +4 Str / +10 Dex / +10 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +11 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 14 cooldown : Effective talent level: 3.0 Power cost: 14 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() stone warden's voratun gauntlets of dexterity (+5) (0 def, 19 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +18 (+4 eff.) Armour: +19 Armour Hardiness: +13% Fatigue: +5% Changes stats: +5 Dex / +11 Con Changes resistances: +8% physical 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. |
![]() leafwalker's voratun helm (0 def, 5 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +11% nature Spell save: +7 (+2 eff.) Maximum life: +95.00 Healing mod.: +16% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() stabilizing voratun helm of dexterity (+8) (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +8 Dex Physical save: +17 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() enlightening voratun mail armour of Eyal (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +8 Cun / +6 Wil Mental save: +25 (+8 eff.) Life regen: +6.00 Maximum life: +39.00 Healing mod.: +20% A suit of armour made of mail. |
![]() fortifying voratun mail armour of clarity (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +4 Str / +5 Con Changes resistances: +8% mind Mental save: +21 (+7 eff.) Maximum life: +88.00 A suit of armour made of mail. |
![]() fortifying voratun mail armour of fire resistance (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +5 Str / +5 Con Changes resistances: +24% fire Maximum life: +100.00 A suit of armour made of mail. |
![]() radiant voratun mail armour of delving (5 def, 10 armour) Requires: - Heavy armour training - Strength 48 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +12% Changes stats: +7 Str / +3 Wil Changes resistances: +27% blight / +10% physical / +32% darkness Light radius: +4 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() duelist's drakeskin leather armour of the void (26 def, 18 armour) Requires: - Strength 20 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +18 Defense: +26 (+8 eff.) Fatigue: +8% Damage (Melee): 9 darkness Damage (Ranged): 8 darkness Changes stats: +6 Cun / +7 Dex Changes resistances: +14% darkness / +26% temporal Defense after a teleport: +20 Resist all after a teleport: +23% New effects duration reduction after a teleport: +19% It can be used to blink to a nearby random location (rad 10) Activation puts all charms on cooldown for 18 turns. A suit of armour made of leather. |
![]() enlightening hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +7 Cun / +7 Wil Changes resistances: +23% fire Mental save: +18 (+6 eff.) A suit of armour made of leather. |
![]() nimble drakeskin leather armour of Toknor (32 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +8 (+2 eff.) Armour: +8 Defense: +32 (+9 eff.) Fatigue: +8% Changes stats: +7 Dex Critical mult.: +20.00% Movement speed: +20% A suit of armour made of leather. |
![]() nimble reinforced leather armour of cold resistance (23 def, 7 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +23 (+7 eff.) Fatigue: +8% Changes stats: +6 Dex Changes resistances: +23% cold Movement speed: +20% A suit of armour made of leather. |
![]() volcanic drakeskin leather armour of natural resilience (20 def, 22 armour) Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +22 Defense: +20 (+6 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Changes resistances: +20% blight / +21% fire / +16% nature / +17% physical Reduced damage from: +13% Unnatural A suit of armour made of leather. |
![]() Requires: - Massive armour training - Strength 48 Infused by psionic forces 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 5 When wielded/worn: Armour: +40 Defense: +15 (+5 eff.) Fatigue: +17% Effects when hit in melee: * 20% chance to cause random gloom Changes stats: +6 Wil / +4 Cun / +3 Con Changes resistances: +15% acid / +15% light / +20% blight / +25% mind / +20% darkness Talent mastery: +0.20 Cursed / Gloom Physical save: +15 (+5 eff.) Mental save: +25 (+8 eff.) Confusion immunity: +100% Fear immunity: +100% Mindpower: +10 (+2 eff.) Light radius: -2 Infravision radius: +4 It can be used to activate talent Dominate (costing 11 power out of 25/25) : Effective talent level: 2.0 Power cost: 11 out of 25/25. Range: 2 Travel Speed: instantaneous Description: Turn your attention to a nearby foe, and dominate them with your overwhelming presence. If the target fails to save versus your Mindpower, it will be unable to move for 4 turns and vulnerable to attacks. They will lose 16 Armour, 23 Defense and your attacks will gain 29% resistance penetration. If the target is adjacent to you, your domination will include a melee attack. Effects will improve with your Willpower. This talent will also attack with your shield, if you have one equipped. This deep black armor absorbs all light that touches it. A dark power sleeps within, primal, yet aware. When you touch the plate, you feel dark thoughts creeping into your mind. |
![]() windwalling stralite shield of shrapnel (0 def, 8 armour, 161% power, 142.5 block) Requires: - Shield usage training - Strength 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 162% Range: 1.2x Uses stats: 40% Wil, 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 Damage (Melee): +20 physical When wielded/worn: Armour: +8 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 263 physical damage over 5 turns (1/turn) Changes stats: +2 Wil Changes resistances: +15% physical Talent granted: +1 Block Slows Projectiles: +17% Bonus block near projectiles: +46 Handheld deflection devices. |
![]() plaguebringer's quiver of elven-wood arrows of crippling (19/19, 153% power, 14 apr) Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 153% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 19 When this weapon hits: Epidemic (20% chance level 4). On weapon hit: * 18% chance to reduce strength, dexterity, and constitution by 7 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +27 blight Arrows are used with bows to pierce your foes to death. |
![]() quiver of dragonbone arrows of corruption (22/22, 165% power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Power: 165% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +18 Crit. chance: +3.0% Capacity: 22 When this weapon hits: Curse of Impotence (20% chance level 5). Arrows are used with bows to pierce your foes to death. |
![]() self-loading quiver of yew arrows of accuracy (24/24, 142% power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 142% Range: 1.4x Uses stats: 40% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +12 Armour Penetration: +10 Crit. chance: +2.0% Capacity: 24 Turns elapse between self-loadings: 1 Arrows are used with bows to pierce your foes to death. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 70 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 13 power out of 35/35) : Effective talent level: 2.0 Power cost: 13 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb Activation costs 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb Activation costs 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb Activation costs 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb Activation costs 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. [Plot Item] Type: gem / red ; tier 5 When wielded/worn: Changes damage: +12% fire When used to imbue an object: Changes damage: +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 140 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() barbed pouch of voratun shots (22/22, 178% power, 6 apr) Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Power: 179% Range: 1.2x Uses stats: 40% Wil, 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +18.0% Capacity: 22 On weapon crit: * Wound the target dealing 263 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns Activation costs 7 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 356 Activation puts all charms on cooldown for 11 turns. When used: * Increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Korg the Krog Bulwark level 48
46th Dusk 123rd year of Ascendancy at 01:21 see stats
By Korg the Krog Bulwark level 33
7th Allure 123rd year of Ascendancy at 07:18 see stats
By Korg the Krog Bulwark level 50
29th Haze 123rd year of Ascendancy at 04:16 see stats
By Korg the Krog Bulwark level 33
77th Haze 122nd year of Ascendancy at 19:32 see stats
By Korg the Krog Bulwark level 24
5th Haze 122nd year of Ascendancy at 18:55 see stats
By Korg the Krog Bulwark level 45
19th Dusk 123rd year of Ascendancy at 09:27 see stats
By Korg the Krog Bulwark level 36
22nd Regrowth 123rd year of Ascendancy at 13:20 see stats
By Korg the Krog Bulwark level 42
1st Mirth 123rd year of Ascendancy at 00:43 see stats
By Korg the Krog Bulwark level 11
3rd Summertide 122nd year of Ascendancy at 19:28 see stats
By Korg the Krog Bulwark level 35
3rd Regrowth 123rd year of Ascendancy at 04:29 see stats
By Korg the Krog Bulwark level 42
1st Flare 123rd year of Ascendancy at 00:07 see stats
By Korg the Krog Bulwark level 31
71st Haze 122nd year of Ascendancy at 17:11 see stats
By Korg the Krog Bulwark level 27
50th Haze 122nd year of Ascendancy at 02:03 see stats
By Korg the Krog Bulwark level 22
75th Dusk 122nd year of Ascendancy at 04:07 see stats
By Korg the Krog Bulwark level 26
45th Haze 122nd year of Ascendancy at 01:38 see stats
By Korg the Krog Bulwark level 50
43rd Haze 123rd year of Ascendancy at 22:49 see stats
By Korg the Krog Bulwark level 25
30th Haze 122nd year of Ascendancy at 20:45 see stats
By Korg the Krog Bulwark level 10
5th Mirth 122nd year of Ascendancy at 22:52 see stats
By Korg the Krog Bulwark level 20
53rd Dusk 122nd year of Ascendancy at 13:30 see stats
By Korg the Krog Bulwark level 30
66th Haze 122nd year of Ascendancy at 21:55 see stats
By Korg the Krog Bulwark level 40
76th Regrowth 123rd year of Ascendancy at 20:15 see stats
By Korg the Krog Bulwark level 50
76th Dusk 123rd year of Ascendancy at 19:43 see stats
By Korg the Krog Bulwark level 50
42nd Haze 123rd year of Ascendancy at 01:40 see stats
By Korg the Krog Bulwark level 24
11st Haze 122nd year of Ascendancy at 06:51 see stats
By Korg the Krog Bulwark level 49
70th Dusk 123rd year of Ascendancy at 07:44 see stats
By Korg the Krog Bulwark level 38
51st Regrowth 123rd year of Ascendancy at 00:38 see stats
By Korg the Krog Bulwark level 24
29th Haze 122nd year of Ascendancy at 01:43 see stats
By Korg the Krog Bulwark level 36
17th Regrowth 123rd year of Ascendancy at 22:13 see stats
By Korg the Krog Bulwark level 45
24th Dusk 123rd year of Ascendancy at 16:04 see stats
By Korg the Krog Bulwark level 6
79th Pyre 122nd year of Ascendancy at 01:09 see stats
By Korg the Krog Bulwark level 50
41st Haze 123rd year of Ascendancy at 21:46 see stats
By Korg the Krog Bulwark level 50
78th Dusk 123rd year of Ascendancy at 16:57 see stats
By Korg the Krog Bulwark level 38
59th Regrowth 123rd year of Ascendancy at 01:55 see stats
By Korg the Krog Bulwark level 22
76th Dusk 122nd year of Ascendancy at 12:26 see stats
By Korg the Krog Bulwark level 15
21st Dusk 122nd year of Ascendancy at 23:47 see stats
By Korg the Krog Bulwark level 37
26th Regrowth 123rd year of Ascendancy at 10:33 see stats
By Korg the Krog Bulwark level 32
77th Haze 122nd year of Ascendancy at 09:32 see stats
Log
Warbear Polethra hits Korg for 980 physical damage.
Bleeding from Elite Combat Trainer Ce'Nibeth hits Korg for 250 physical damage.
Elite Combat Trainer Ce'Nibeth calms down.
Elite Combat Trainer Ce'Nibeth uses Infusion: Heroism.
Elite Combat Trainer Ce'Nibeth uses Infusion: Wild.
Elite Combat Trainer Ce'Nibeth lessens the pain.
Elite Combat Trainer Ce'Nibeth uses Dual Strike.
Elite Combat Trainer Ce'Nibeth performs a melee critical strike against Korg!
Korg attunes to the damage.
Elite Combat Trainer Ce'Nibeth resists the effect 'Stunned'!
Greater Weapon Focus from Elite Combat Trainer Ce'Nibeth performs a melee critical strike against Korg!
Korg resists the stunning strike!
Greater Weapon Focus from Elite Combat Trainer Ce'Nibeth performs a melee critical strike against Korg!
Elite Combat Trainer Ce'Nibeth hits Korg for 276 physical, (10 antimagic), 0 nature, (16 antimagic), 0 acid, (7 antimagic), 0 nature, 89 physical (365 total damage).
Greater Weapon Focus from Elite Combat Trainer Ce'Nibeth hits Korg for 199 physical, (9 antimagic), 0 nature, (14 antimagic), 0 acid, (7 antimagic), 0 nature, 134 physical, (13 antimagic), 0 acid, (22 antimagic), 0 nature (333 total damage).
Melee retaliation hits Elite Combat Trainer Ce'Nibeth for 1 darkness, 4 fire, 11 cold, 7 physical, 1 darkness, 4 fire, 11 cold, 7 physical, 1 darkness, 4 fire, 11 cold, 7 physical, 1 darkness, 4 fire, 11 cold, 7 physical (92 total damage).
Elite Combat Trainer Ce'Nibeth shrugs off the effect 'Frozen'!
Greater Weapon Focus from Elite Combat Trainer Ce'Nibeth performs a melee critical strike against Korg!
Korg's Rain of Bears is disrupted by her wounds!
Elite Combat Trainer Ce'Nibeth's Quickdraw Knife hits Korg for 63 physical damage.
Greater Weapon Focus from Elite Combat Trainer Ce'Nibeth hits Korg for 129 physical damage.
Melee retaliation hits Elite Combat Trainer Ce'Nibeth for 1 darkness, 4 fire, 11 cold, 7 physical, 1 darkness, 4 fire, 11 cold, 7 physical (46 total damage).
Korg misses Elite Combat Trainer Ce'Nibeth.
Warbear Polethra throws two quick punches.
Warbear Polethra shrugs off the effect 'Frozen'!
Warbear Polethra performs a melee critical strike against Korg!
Melee retaliation hits Warbear Polethra for (2 flat reduction), 0 darkness, (6 flat reduction), 0 fire, (16 flat reduction), 0 cold, (7 flat reduction), 0 physical, (2 flat reduction), 0 darkness, (6 flat reduction), 0 fire, (16 flat reduction), 0 cold, (7 flat reduction), 0 physical (0 total damage).
Warbear Polethra hits Korg for 146 physical, 194 physical (340 total damage).
Korg the level 50 krog bulwark was ground to death by Warbear Polethra on level 1 of Hidden Vault - Grushnak Pride (1).