











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Lazy Unlocker 1.7.6Adds a menu item to permanently unlock everything. Probably only use this after you've unlocked all the things you wanted to unlock through normal play and just want to get everything else all at once. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 20 / 14% |
| Size | big |
| Lifes / Deaths | 0 / 7 |
Primary Stats
| Strength | 56 (base 48) |
| Dexterity | 12 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 59 (base 41) |
| Willpower | 23 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -101/747 |
| Positive | 86/107 |
| Stamina | 169/190 |
| Healing Factor | 1.4545771506545 |
| Regeneration | 0.36364428766362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 1 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 69 |
| Accuracy | 27 |
| Crit Chance | 12% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +0% |
| Mind | +10% |
| Blight | +5% |
| Arcane | +5% |
| Fire | +0% |
| All | +0% |
Offense: Damage Penetration
| Blight | +5% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 41.551211628464 (78.607947236566%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 30 |
| Physical Save | 32 |
| Spell Save | 38 |
| Mental Save | 38 |
Defense: Resistances
| Acid | 3%( 70%) |
| Arcane | 10%( 70%) |
| Cold | 47%( 70%) |
| All | 0%( 70%) |
| Physical | 3%( 70%) |
| Darkness | 24%( 70%) |
| Light | 11%( 70%) |
| Temporal | 9%( 70%) |
| Mind | 13%( 70%) |
| Lightning | 14%( 70%) |
| Fire | 13%( 70%) |
| Nature | 24%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 0% |
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Poison Resistance | 20% |
| Disarm Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 385 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 96 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife&039;s mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Escort: lost sun paladin (level 2 of Ruins of Kor'Pul) | done |
You failed to protect the repented thief from death by Belissra the giant green ant. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed green worm. The Brotherhood of Alchemists* &039; * You&WHITESLATE039;Needed: one giant spider spinneret. The spiders in your barn won&039;ll know a giant spider when you see one, though they&039;Eyal.&WHITESLATE039;Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.&WHITESLATE039;Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn&039; Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You&WHITESLATE039;Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | Drilar (15 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +15 (+7 eff.) Resists +5% lightning +6% temporal +3% light +3% cold Crit.chn- 15.00% Heal.mod +5% Poison- +20% Disarm- +10% A pair of boots made of leather. |
| Light source | brass lantern &039;2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +3% physical Mind.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Quasit&3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Glimmerhunger (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 4 arcane Dmg.mod +5% arcane Res.pen +10% light Acc +6 (+3 eff.) Melee Ret 4 arcane ----- def ----- Armour +2 Fatigue +3% Resists +8% light +6% darkness +5% arcane Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Disarm- +25% ---------- misc Light +1 Infravis +1 Learn an unarmed attack talent or enable &039; to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 55.33 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | wizard&0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Acc +9 (+5 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Spell.save +6 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 89% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Airbile the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +10% mind On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +10% mind +5% arcane +6% nature Spell.save +3 (+2 eff.) Rings make your fingers look great! |
| Around neck | copper amulet &039;0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Wil ----- def ----- Resists +13% fire +3% mind +12% cold Mind.save +18 (+7 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +2.00 Amulets make your neck look great! |
| In main hand | Corpathus (150% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +8.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +4.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Silybrekira1.0 T1 belt armor [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +8 (+3 eff.) S.pwr/crit +2 Res.pen +5% blight ----- def ----- Mind.save +5 (+2 eff.) A belt that goes around your waist. |
| In off hand | steel shield &039; (0 def, 4 armour, 113% power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature When used to Attack: Power 113% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +14 cold While equipped: Stats +1 Wil dps ---------- Melee+ 11 lightning On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +3% lightning +11% cold +3% acid Max.HP +90.00 Pinning- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak &039; (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal +3% cold Die.at -40.00 life Max.HP +131.00 Heal.mod +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
healing infusion of the sneak (heal 76; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 848%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 848% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 321; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 321 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the titan (absorb 298; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 298 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of mastery (0.10 Celestial / Sun)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Celestial/Sun Amulets make your neck look great! |
insulating copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings make your fingers look great! |
marksman&0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
psionicist&0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
titan&0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Venomweeper (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Disrupt Power 125% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 mind On Hit.r1 +8 nature On Hit: * 32% chance to slow global speed by 41% While equipped: dps ---------- Dmg.mod +9% light Res.pen +5% nature ----- def ----- Resists +6% mind Massive two-handed battleaxes. |
elemental steel battleaxe (128% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 74 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +10% acid Res.pen +10% acid Massive two-handed battleaxes. |
iron battleaxe of vileness (114% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 114% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed battleaxes. |
steel battleaxe &039; (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Master Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature +7 cold On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Wil dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) ---------- misc Max.vim +50.00 Massive two-handed battleaxes. |
Ivokira the Rotfame (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +10 nature On Crit.r2 +8 nature While equipped: dps ---------- Dmg.mod +6% nature Melee Ret 4 fire On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +15% cold Spell.save +15 (+6 eff.) Sharp, short and deadly. |
Bill&5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTWHITELASTWHITEANTIQUE_WHITE |
Ce&5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 132% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +4 fire On Crit.r2 +8 fire On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Phys.pwr +10 (+4 eff.) Res.pen +15% temporal Acc +7 (+4 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +29% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. |
steel greatmaul &039; (135% power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Nature/Master Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 nature On Hit.r1 +8 acid On Crit: * Splash the target with acid dealing 124 damage over 5 turns and reducing armor and accuracy by 16 While equipped: Stats +1 Str +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed mauls. |
Glintwell the dwarven-steel greatsword (158% power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 159% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 light While equipped: ----- def ----- Resists +4% physical Die.at -20.00 life ---------- misc Stam/turn +1.00 Massive two-handed swords. |
Haloregotar the steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature +4 arcane While equipped: Stats +5 Con dps ---------- Phys.pwr +16 (+6 eff.) Res.pen +19% physical Phasing +30% ----- def ----- Spell.save +6 (+3 eff.) Disarm- +43% ---------- misc Mana/s.crit +1.00 Massive two-handed swords. |
balanced iron greatsword (116% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 116% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +28% Massive two-handed swords. |
iron greatsword of daylight (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 light Against +7% Undead Massive two-handed swords. |
dwarven-steel mace (129% power, 4 apr)3.0 T3 mace 1H weapon [Normal] Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
vined mindstar (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glowlash the dwarven-steel waraxe (135% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +12 light +4 lightning While equipped: dps ---------- Res.pen +5% lightning +5% darkness +15% light ----- def ----- Resists +9% light One-handed war axes. |
Shocknigh the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Resists +6% lightning +5% temporal +3% acid A belt that goes around your waist. |
Strikewake1.0 T3 belt armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +2 Resists +6% acid +4% physical +6% light +9% lightning Max.HP +44.00 A belt that goes around your waist. |
Gedemnir the Glimmerwaker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Cun +2 Con dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% light A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gloompunish (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +1 (+0 eff.) Crit.chn- 5.00% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusveil (21 def, 8 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Armour +8 Defense +21 (+10 eff.) Resists +1% physical +11% fire +10% light +6% nature Stealth +6 Stun/Frz- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellwoven linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +13 (+5 eff.) Dmg.mod +5% all ----- def ----- Resists +7% all Spell.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe &039; (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +33% acid Melee Ret 4 mind ----- def ----- Resists +49% acid +9% all Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Maladendur (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 2 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold ---------- misc Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
pair of hardened leather boots &039; (0 def, 4 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Armour +4 Resists +8% fire +7% cold ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str ----- def ----- Armour +1 Resists +6% lightning +6% temporal Crit.chn- 15.00% ---------- misc See.Invis +6 A pair of boots made of leather. |
pair of rough leather boots &039; (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% light +3% cold Res.pen +20% light +10% physical Melee Ret 6 cold ----- def ----- Armour +1 HP.reg +1.00 Heal.mod +11% A pair of boots made of leather. |
Shinenaught the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +1 Dex dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc See.Invis +15 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves &039; (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 16 darkness Dmg.mod +10% darkness Res.pen +5% darkness Acc +15 (+8 eff.) Melee Ret 4 darkness 2 light ----- def ----- Armour +2 Resists +12% darkness Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets &039; (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Res.pen +20% physical Acc +6 (+3 eff.) ----- def ----- Armour +7 Fatigue +1% Phys.save +9 (+5 eff.) Mind.save +6 (+3 eff.) Disarm- +24% ---------- misc Infravis +2 Learn an unarmed attack talent or enable &039; to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hellsrebel the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con +4 Wil dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +25% fire Acc +10 (+5 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +3% Resists +6% blight Mind.save +8 (+3 eff.) A cap made of leather. |
Skyblow (0 def, 13 armour)2.0 T3 head armor [Rare] Disrupt While equipped: Stats +2 Con dps ---------- Melee Ret 4 lightning ----- def ----- Armour +13 Fatigue +3% Resists +8% blight +2% physical +7% nature ---------- misc Max.stam +20.00 A cap made of leather. |
Velinor the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Cun ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Xeth the Dourbrace (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +24% acid Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +6% darkness ---------- misc Light +2 A pointy cloth hat, very wizardly... |
defender&3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +5% Resists +3% all Phys.save +6 (+3 eff.) Disease- +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was changed by the digestive sack. |
dwarven-steel helm &039; (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +4 Fatigue +4% Resists +12% blight +9% fire Phys.save +15 (+8 eff.) Blind- +20% Silence- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat &039; (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +3% darkness Res.pen +10% light Melee Ret 2 light ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +6% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Nature&9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+7 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
95 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blastglamour2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 4 lightning ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +50.00 Light +3 See.Stealth +5 See.Invis +6 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(74 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xerildabeth the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% mind On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% temporal Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +7 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching alchemist&1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +7% fire Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prothotipe&0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Xikira [power 160] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Defense +15 (+7 eff.) Die.at -20.00 life ---------- misc Stam/turn +2.00 Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LAST999900LASTANTIQUE_WHITE |
iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sun Paladin A1 the Ogre Sun Paladin level 12
36th Haze 122nd year of Ascendancy at 12:43 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sun Paladin A1 the Ogre Sun Paladin level 10
13rd Dusk 122nd year of Ascendancy at 01:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sun Paladin A1 the Ogre Sun Paladin level 20
33rd Regrowth 123rd year of Ascendancy at 03:54 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sun Paladin A1 the Ogre Sun Paladin level 14
57th Haze 122nd year of Ascendancy at 09:22 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Sun Paladin A1 the Ogre Sun Paladin level 9
11st Dusk 122nd year of Ascendancy at 14:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sun Paladin A1 the Ogre Sun Paladin level 18
3rd Allure 123rd year of Ascendancy at 11:38 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sun Paladin A1 the Ogre Sun Paladin level 15
63rd Haze 122nd year of Ascendancy at 09:18 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Sun Paladin A1 the Ogre Sun Paladin level 20
33rd Regrowth 123rd year of Ascendancy at 13:00 see stats
Log
Nerath the sandworm destroyer&039;s fire area effect hits Sun Paladin A1 for 94 fire damage.
Nerath the sandworm destroyer&039;s fire area effect hits Sun Paladin A1 for 94 fire damage.
Mayeriavena the sandworm breathes acid!
Melee retaliation hits Mayeriavena the sandworm for (0 flat reduction), 0 light, (5 flat reduction), 0 arcane, (1 flat reduction), 0 lightning (0 total damage).
Mayeriavena the sandworm hits Sun Paladin A1 for 48 physical, 5 acid, 142 acid (195 total damage).
Sun Paladin A1 uses Assault.
Sun Paladin A1 misses Mayeriavena the sandworm.
Nerath the sandworm destroyer&039;s fire area effect hits Sun Paladin A1 for 94 fire damage.
Mayeriavena the sandworm performs a melee critical strike against Sun Paladin A1!
Melee retaliation hits Mayeriavena the sandworm for (0 flat reduction), 0 light, (5 flat reduction), 0 arcane, (1 flat reduction), 0 lightning (0 total damage).
Mayeriavena the sandworm hits Sun Paladin A1 for 62 physical, 5 acid, 7 acid (74 total damage).
Nerath the sandworm destroyer uses Dual Strike.
Sun Paladin A1 resists the stunning strike!
Nerath the sandworm destroyer hits Sun Paladin A1 for 39 physical, 46 physical, 4 nature, 11 arcane (101 total damage).
Melee retaliation hits Nerath the sandworm destroyer for 0 light, 5 arcane, 1 lightning, 0 light, 5 arcane, 1 lightning (11 total damage).
Sun Paladin A1 uses Infusion: Regeneration.
Sun Paladin A1 starts regenerating health quickly.
Nerath the sandworm destroyer&039;s fire area effect hits Sun Paladin A1 for 94 fire damage.
The unstable sand tunnel collapses!
Melee retaliation hits Mayeriavena the sandworm for (0 flat reduction), 0 light, (5 flat reduction), 0 arcane, (1 flat reduction), 0 lightning (0 total damage).
Mayeriavena the sandworm hits Sun Paladin A1 for 44 physical, 5 acid (48 total damage).
Nerath the sandworm destroyer uses Knockback.
Nerath the sandworm destroyer performs a melee critical strike against Sun Paladin A1!
Nerath the sandworm destroyer performs a melee critical strike against Sun Paladin A1!
Sun Paladin A1 resists the knockback!
Nerath the sandworm destroyer hits Sun Paladin A1 for 166 physical damage.
Melee retaliation hits Nerath the sandworm destroyer for 0 light, 5 arcane, 1 lightning, 0 light, 5 arcane, 1 lightning (11 total damage).
Sun Paladin A1 the level 20 ogre sun paladin was smashed to death by Nerath the sandworm destroyer on level 2 of Sandworm lair.












































































































