










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Dwarf |
Class | Wyrmic |
Level / Exp | 27 / 94% |
Size | huge |
Lifes / Deaths | Killed by The Mouth at level 6 on the 20th Voratun 122nd year of Ascendancy at 15:36 / 60Killed by enthralled slave at level 7 on the 3rd Acquisition 122nd year of Ascendancy at 18:23 Killed by enthralled slave at level 7 on the 3rd Acquisition 122nd year of Ascendancy at 18:45 Killed by enthralled slave at level 7 on the 3rd Acquisition 122nd year of Ascendancy at 19:00 Killed by Assassin Lord at level 11 on the 26th Profit 122nd year of Ascendancy at 06:31 Killed by Assassin Lord at level 11 on the 26th Profit 122nd year of Ascendancy at 07:49 Killed by Iarot the Bringer of Doom at level 13 on the 1st Dearth 122nd year of Ascendancy at 16:37 Killed by Iarot the Bringer of Doom at level 13 on the 1st Dearth 122nd year of Ascendancy at 17:53 Killed by Iarot the Bringer of Doom at level 13 on the 1st Dearth 122nd year of Ascendancy at 18:48 Killed by Iarot the Bringer of Doom at level 13 on the 1st Dearth 122nd year of Ascendancy at 20:17 Killed by Iarot the Bringer of Doom at level 13 on the 1st Dearth 122nd year of Ascendancy at 21:12 Killed by orc corruptor at level 16 on the 1st Loss 122nd year of Ascendancy at 10:23 Killed by Ivissra the fire drake at level 17 on the 18th Loss 122nd year of Ascendancy at 15:26 Killed by Ivissra the fire drake at level 17 on the 18th Loss 122nd year of Ascendancy at 16:13 Killed by Rantha the Worm at level 18 on the 20th Loss 122nd year of Ascendancy at 11:30 Killed by Rantha the Worm at level 18 on the 20th Loss 122nd year of Ascendancy at 13:34 Killed by Chronolith Clone at level 20 on the 22nd Loss 122nd year of Ascendancy at 16:48 Killed by Xywyn the rogue at level 23 on the 15th Shortage 122nd year of Ascendancy at 11:49 Killed by Xywyn the rogue at level 23 on the 15th Shortage 122nd year of Ascendancy at 12:00 Killed by Xywyn the rogue at level 23 on the 15th Shortage 122nd year of Ascendancy at 12:55 Killed by flame turret at level 24 on the 16th Shortage 122nd year of Ascendancy at 23:24 Killed by steamgun turret at level 24 on the 17th Shortage 122nd year of Ascendancy at 00:00 Killed by Linltor at level 24 on the 17th Shortage 122nd year of Ascendancy at 03:09 Killed by luminous horror at level 24 on the 17th Shortage 122nd year of Ascendancy at 08:18 Killed by luminous horror at level 24 on the 17th Shortage 122nd year of Ascendancy at 09:11 Killed by Weirdling Beast at level 24 on the 18th Shortage 122nd year of Ascendancy at 06:08 Killed by Weirdling Beast at level 24 on the 18th Shortage 122nd year of Ascendancy at 13:59 Killed by Salinn the black bear at level 25 on the 8th Iron 123rd year of Ascendancy at 08:10 Killed by flame turret at level 25 on the 8th Iron 123rd year of Ascendancy at 10:56 Killed by flame turret at level 25 on the 8th Iron 123rd year of Ascendancy at 12:00 Killed by Xynne the cave bear at level 25 on the 8th Iron 123rd year of Ascendancy at 14:30 Killed by Emelubrewyn the brown bear at level 25 on the 8th Iron 123rd year of Ascendancy at 16:35 Killed by thought-forged bowman at level 25 on the 8th Iron 123rd year of Ascendancy at 17:58 Killed by Glalrakira the war bear at level 25 on the 8th Iron 123rd year of Ascendancy at 18:41 Killed by Glalrakira the war bear at level 25 on the 8th Iron 123rd year of Ascendancy at 18:59 Killed by Betyvea the war bear at level 25 on the 8th Iron 123rd year of Ascendancy at 21:07 Killed by steamgun turret at level 25 on the 8th Iron 123rd year of Ascendancy at 21:56 Killed by Betyvea the war bear at level 25 on the 8th Iron 123rd year of Ascendancy at 22:40 Killed by Xanota the war bear at level 25 on the 8th Iron 123rd year of Ascendancy at 23:25 Killed by steamgun turret at level 25 on the 9th Iron 123rd year of Ascendancy at 00:07 Killed by steamgun turret at level 25 on the 9th Iron 123rd year of Ascendancy at 01:00 Killed by steamgun turret at level 25 on the 9th Iron 123rd year of Ascendancy at 03:15 Killed by Aeryriatta the war bear at level 25 on the 9th Iron 123rd year of Ascendancy at 12:10 Killed by war hound at level 25 on the 9th Iron 123rd year of Ascendancy at 20:15 Killed by ritch flamespitter at level 25 on the 9th Iron 123rd year of Ascendancy at 21:10 Killed by Vorelaith the brown bear at level 25 on the 9th Iron 123rd year of Ascendancy at 21:54 Killed by Salyba the brown bear at level 25 on the 9th Iron 123rd year of Ascendancy at 22:40 Killed by Vorelaith the brown bear at level 25 on the 9th Iron 123rd year of Ascendancy at 23:27 Killed by Vorelaith the brown bear at level 25 on the 10th Iron 123rd year of Ascendancy at 00:20 Killed by Salyba the brown bear at level 25 on the 10th Iron 123rd year of Ascendancy at 01:07 Killed by Polurareth the brown bear at level 25 on the 10th Iron 123rd year of Ascendancy at 10:35 Killed by Araldaba the grizzly bear at level 25 on the 10th Iron 123rd year of Ascendancy at 11:53 Killed by Zubivena the polar bear at level 25 on the 10th Iron 123rd year of Ascendancy at 16:05 Killed by Xeriyatira the black bear at level 26 on the 11st Iron 123rd year of Ascendancy at 07:19 Killed by Layetha the brown bear at level 26 on the 11st Iron 123rd year of Ascendancy at 08:16 Killed by lesser vampire at level 26 on the 29th Iron 123rd year of Ascendancy at 13:22 Killed by corrupted grave wight at level 26 on the 29th Iron 123rd year of Ascendancy at 19:12 Killed by The Master at level 27 on the 1st Steel 123rd year of Ascendancy at 22:07 Killed by armoured skeleton warrior at level 27 on the 1st Steel 123rd year of Ascendancy at 22:21 Killed by armoured skeleton warrior at level 27 on the 1st Steel 123rd year of Ascendancy at 22:58 |
Antimagic | Follower |
Primary Stats
Strength | 86 (base 44) |
Dexterity | 1 (base 10) |
Constitution | 47 (base 40) |
Magic | 8 (base 10) |
Willpower | 50 (base 32) |
Cunning | 30 (base 14) |
Resources
Life | -31/1206 |
Stamina | 294/294 |
Equilibrium | 80 |
Healing Factor | 1.2557603686637 |
Regeneration | 73.648182311219 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +11.093867610317% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 94 |
Accuracy | 26 |
Crit Chance | 30% |
APR | 55 |
Speed | 0.97 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 8 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 21% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +6% |
Physical | +10% |
Cold | +9% |
All | 0% |
Light | +18% |
Temporal | +3% |
Mind | +12% |
Fire | +12% |
Nature | +4% |
Offense: Damage Penetration
Acid | +15% |
Light | +50% |
Temporal | +20% |
Darkness | +10% |
Physical | +22% |
Cold | +10% |
Fire | +15% |
Defense: Base
Armour (hardiness) | 74.109212309833 (73.452380952381%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 56 |
Spell Save | 37 |
Mental Save | 50 |
Defense: Resistances
Acid | + 15%( 75%) |
Blight | + 46%( 75%) |
Arcane | + 9%( 75%) |
Cold | + 75%( 75%) |
All | + 4%( 75%) |
Lightning | + 5%( 75%) |
Light | + 24%( 75%) |
Temporal | + 18%( 75%) |
Physical | + 12%( 75%) |
Mind | + 18%( 75%) |
Fire | + 58%( 75%) |
Nature | + 7%( 75%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 40% |
Inscriptions (3/3)
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 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Icy Skin |
beneficial effect | You gain 29% resistance against blight, cold and fire. Resolve |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
beneficial effect | The target's skin reacts to damage, granting 6 armour. Stoneskin |
detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 19. Illness |
beneficial effect | The target has 46 increased life regeneration. Recovery |
beneficial effect | The target is able to burrow into walls, and additionally has 26 more APR and 13% more physical resistance penetration. Burrow |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by Borfast the Broken. Escort: lost defiler (level 6 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by flame turret. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by snow giant. Escort: lost warrior (level 1 of Daikara) | failed |
You failed to protect the lost warrior from death by war hound. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by minotaur. Escort: repented thief (level 7 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 65. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed vial of wight ectoplasm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +20 (+5 eff.) Armour: +13 Fatigue: +4% Changes stats: +2 Dex / +4 Cun / +5 Con Critical mult.: +15.00% Physical save: +19 (+5 eff.) Mental save: +23 (+7 eff.) Stamina each turn: +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 13% Changes stats: +9 Cun Changes resistances penetration: +25% light Changes damage: +6% acid / +18% light Light radius: -2 Infravision radius: +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | ![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +3 Armour: +3 Changes stats: +2 Str / +1 Con Changes resistances: +9% light / +2% physical Physical save: +8 (+2 eff.) Mental save: +9 (+3 eff.) Disarm immunity: +40% Light radius: +3 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 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 9 turns) A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes resistances: +9% mind / +24% fire Changes resistances penetration: +10% darkness / +20% temporal Changes damage: +12% fire / +3% temporal Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings can have magical properties. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+4 eff.) Maximum stamina: +16.00 Rings can have magical properties. |
Around neck | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 13% Damage when hit (Melee): 10 acid / 10 nature Changes resistances: +3% acid / +15% cold Changes resistances cap: +5% all Changes resistances penetration: +10% cold Physical save: +18 (+5 eff.) Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +16 lightning Damage (radius 2) on crit: +12 cold When wielded/worn: Accuracy: +14 (+7 eff.) Armour penetration: +9 Damage when hit (Melee): 2 light / 6 lightning Changes resistances: +9% cold Changes resistances penetration: +9% physical Changes damage: +9% cold Sharp, long, and deadly. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 13% Changes resistances: +15% blight / +15% temporal Spell save: +10 (+4 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | ![]() Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 38.5 - 46.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +75 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+1 eff.) Armour: +6 Fatigue: +8% Damage when hit (Melee): 2 fire Changes resistances penetration: +15% acid / +10% fire / +25% light Talent granted: +1 Block Light radius: +2 Handheld deflection devices. |
Cloak | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +4 Defense: +3 (+1 eff.) Changes stats: +2 Dex / +3 Cun / +11 Con Changes resistances: +9% cold Changes resistances penetration: +5% fire 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 48 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: +3 Dex / +1 Wil Changes resistances: +12% light / +6% cold / +3% fire / +6% mind / +5% arcane Changes damage: +12% mind Mental save: +18 (+6 eff.) Psi when hit: +0.08 A suit of armour made of mail. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Life regen: +11.00 Maximum life: +60.00 Healing mod.: +12% Rings can have magical properties. |
![]() Kerin the Radiancedeath (22-30.8 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 arcane When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 23 Damage when hit (Melee): 8 mind / 6 arcane Changes resistances: +6% light / +12% mind Changes resistances penetration: +10% arcane Changes damage: +9% blight Critical mult.: +10.00% Sharp, long, and deadly. |
![]() Requires: - Strength 48 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 5 Base power: 45.5 - 63.7 Uses stat: 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% Damage (radius 2) on crit: +17 lightning / +23 cold When wielded/worn: Changes stats: +2 Str / +3 Mag / +1 Wil Changes resistances: +6% light / +21% fire Changes resistances penetration: +21% lightning / +20% cold Movement speed: +26% Blunt and deadly. |
![]() Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Damage when hit (Melee): 4 light Changes resistances: +12% temporal / +5% arcane / +6% light Changes damage: +3% darkness Physical save: +14 (+4 eff.) Mindpower: +11 (+5 eff.) A belt that goes around your waist. |
![]() Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Effects when hit in melee: * 7% chance to slow global speed by 50% * 6 arcane resource burn Changes stats: +2 Str / +2 Dex Changes resistances: +15% all Changes resistances penetration: +20% acid Changes damage: +15% acid See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Effects on melee hit: * 20 arcane resource burn Changes resistances: +9% blight / +6% fire / +12% temporal Changes resistances penetration: +10% mind Changes damage: +6% cold Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 174.49 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% 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 destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
![]() Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour penetration: +2 Physical power: +15 (+3 eff.) Defense: +3 (+1 eff.) Damage when hit (Melee): 6 physical Changes resistances: +11% lightning / +8% temporal / +3% nature Changes damage: +12% physical Maximum stamina: +20.00 Mental crit. chance: +1% A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Needs something equally stylish and cool to go with it. When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Cun / +4 Wil Changes resistances: +10% physical / +10% temporal Talent mastery: +0.20 Chronomancy / Timetravel Spellpower: +8 (+8 eff.) Mindpower: +8 (+4 eff.) Reduces paradox anomalies(equivalent to willpower): +5 It can be used to activate talent Wormhole (costing 15 power out of 15/15) : Effective talent level: 1.0 Power cost: 15 out of 15/15. Range: 10 Travel Speed: instantaneous Is: a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+6 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+7 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 24.0 - 33.6 Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 100 power out of 100/100. The very essence of bearness! |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +4 Changes stats: +2 Con Changes resistances: +18% lightning Changes damage: +6% fire Blindness immunity: +24% Poison immunity: +20% Confusion immunity: +39% Light radius: +9 See stealth: +14 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 5.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+7 eff.) Physical crit. chance: +2.0% Changes stats: +3 Wil Changes damage: +6% mind Psi when hit: +0.04 Maximum psi: +10.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Armour: +8 Defense: +5 (+2 eff.) Changes resistances penetration: +25% mind Physical save: +6 (+2 eff.) Life regen: +4.00 It can be used to blast the opponent's mind dealing 297 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Changes stats: +1 Cun Changes resistances penetration: +15% darkness Changes damage: +9% darkness Critical mult.: +20.00% Reduces incoming crit damage: 10.00% Light radius: +3 It can be used to fire a magical bolt dealing 330 fire damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Linltor the Dwarf Wyrmic level 16
1st Loss 122nd year of Ascendancy at 12:17 see stats
By Linltor the Dwarf Wyrmic level 13
1st Dearth 122nd year of Ascendancy at 21:53 see stats
By Linltor the Dwarf Wyrmic level 26
11st Iron 123rd year of Ascendancy at 11:57 see stats
By Linltor the Dwarf Wyrmic level 16
5th Loss 122nd year of Ascendancy at 16:56 see stats
By Linltor the Dwarf Wyrmic level 18
20th Loss 122nd year of Ascendancy at 09:32 see stats
By Linltor the Dwarf Wyrmic level 19
22nd Loss 122nd year of Ascendancy at 12:48 see stats
By Linltor the Dwarf Wyrmic level 24
19th Shortage 122nd year of Ascendancy at 15:26 see stats
By Linltor the Dwarf Wyrmic level 10
5th Profit 122nd year of Ascendancy at 08:36 see stats
By Linltor the Dwarf Wyrmic level 20
22nd Loss 122nd year of Ascendancy at 14:45 see stats
By Linltor the Dwarf Wyrmic level 27
31st Iron 123rd year of Ascendancy at 20:49 see stats
By Linltor the Dwarf Wyrmic level 5
18th Voratun 122nd year of Ascendancy at 12:08 see stats
By Linltor the Dwarf Wyrmic level 19
21st Loss 122nd year of Ascendancy at 00:01 see stats
Log
Melee retaliation hits Armoured skeleton warrior for (5 absorbed), 0 lightning, (2 absorbed), 0 light, (9 absorbed), 0 acid, (28 absorbed), 0 cold, (10 absorbed), 0 nature, (2 absorbed), 0 fire (0 total damage).
Melee retaliation hits Skeleton mage for 5 lightning, 2 light, 11 acid, 28 cold, 10 nature, 2 fire (57 total damage).
Skeleton mage hits Linltor for 19 physical damage.
Armoured skeleton warrior hits Linltor for 43 physical, 4 blight (47 total damage).
Armoured skeleton warrior uses Disarm.
Linltor instinctively hardens his skin and ignores the attack!
Linltor repels an attack from Armoured skeleton warrior.
Melee retaliation hits Armoured skeleton warrior for 6 lightning, 2 light, 11 acid, 28 cold, 10 nature, 2 fire (59 total damage).
Armoured skeleton warrior hits Linltor for 57 physical damage.
The Master casts Rune: Manasurge.
The Master starts to surge mana.
Linltor's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
Linltor's manaburn arcane area effect hits Ghast for 0 arcane damage.
Linltor's manaburn arcane area effect hits The Master for 61 arcane damage.
Linltor's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
Linltor's manaburn arcane area effect hits Armoured skeleton warrior for 0 arcane damage.
Linltor's manaburn arcane area effect hits Linltor for 0 arcane damage.
Linltor's manaburn arcane area effect hits Skeleton mage for 1 arcane damage.
Linltor's manaburn arcane area effect hits Skeleton magus for 1 arcane damage.
Linltor spits acid!
The Master shrugs off Linltor's 'Disarmed'!
Linltor hits The Master for 71 acid damage.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Melee retaliation hits Skeleton mage for 5 lightning, 2 light, 11 acid, 28 cold, 10 nature, 2 fire (57 total damage).
Skeleton mage hits Linltor for 13 physical damage.
Armoured skeleton warrior uses Overpower.
Linltor resists the knockback!
Armoured skeleton warrior performs a melee critical strike against Linltor!