Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.2 |
Addons | Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.4.8Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.5.0Official 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 1.5.0Donators/Buyers bonus! Doctornull's Class Pack 1.4.2This 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 | Nightmare Adventure |
Sex | Female |
Race | Halfling |
Class | Flenser |
Level / Exp | 38 / 78% |
Size | small |
Lifes / Deaths | Killed by Isimira the wolf at level 7 on the 4th Mirth 122nd year of Ascendancy at 23:41 0 / 9Killed by Poratta the telugoroth at level 22 on the 1st Decay 122nd year of Ascendancy at 15:32 Killed by Emelonne the dredgling at level 22 on the 2nd Decay 122nd year of Ascendancy at 03:14 Killed by elven cultist at level 25 on the 7th Regrowth 123rd year of Ascendancy at 20:46 Killed by ogre mauler at level 25 on the 8th Regrowth 123rd year of Ascendancy at 18:21 Killed by war hound at level 26 on the 10th Regrowth 123rd year of Ascendancy at 10:27 Killed by Emelybrewen the orc master assassin at level 31 on the 49th Regrowth 123rd year of Ascendancy at 08:10 Killed by orc pyromancer at level 35 on the 49th Pyre 123rd year of Ascendancy at 16:19 Killed by skeleton mage at level 38 on the 13rd Dusk 123rd year of Ascendancy at 12:05 |
Primary Stats
Strength | 31 (base 17) |
Dexterity | 77 (base 58) |
Constitution | 49.742305735974 (base 37) |
Magic | 68 (base 42) |
Willpower | 34 (base 10) |
Cunning | 59 (base 22) |
Resources
Mana | 322/322 |
Equilibrium | 600 |
Vim | 94/94 |
Life | -48/1308 |
Stamina | 238/251 |
Healing Factor | 1.6028669836175 |
Regeneration | 15.806347090253 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 89 |
Accuracy | 56 |
Crit Chance | 53% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 56 |
Crit Chance | 58% |
APR | 30 |
Speed | 0.90 |
Offense: Spell
Spellpower | 54 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
All | +2% |
Defense: Base
Armour (hardiness) | 31.43225567859 (71.604653600252%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 76 |
Mental Save | 51 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Bleed Resistance | 41% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 6 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 365.55 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Strength stat. |
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 609 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 36%, your defense is increased by 36 and all your resistances by 36%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 9 turns. While Heroism is active, you will only die when reaching -746 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 508 damage for 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 4/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Blood | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Flensing style | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Dual weapons | 1.30 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Blood magic | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Apply Poison |
talent | Numbing Poison |
talent | Premonition |
talent | Close Combat Management |
talent | Crippling Poison |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 15. Militant Mind |
beneficial effect | Reduces arcane damage received by 17%. Premonition Shield |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
beneficial effect | The target is recovering 41 life each turn. Recovery |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 13 defense. Evasion |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by degenerated skeleton archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved talent Craftsman's Eye (+1 level(s)). | done |
You failed to protect the lost warrior from death by white wolf. Escort: lost warrior (level 3 of Norgos Lair) | 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 improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by icy orc wyrmic. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 8 of Dreadfell. Escort: temporal explorer (level 8 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Spit Poison (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant yellow ant. Escort: worried loremaster (level 6 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 219. | 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. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. You have aided Marus of Elvala in creating an elixir of mysticism. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Daimyrach' (0 def, 3 armour) pair of hardened leather boots 'Daimyrach' (0 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% arcane / +6% darkness Changes resistances penetration: +10% mind Physical save: +8 (+3 eff.) Spell save: +38 (+8 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +20% Stun/Freeze immunity: +10% A pair of boots made of leather. |
Light source | ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sunPowered by arcane forces 0.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +8% darkness Changes damage: +8% light Damage affinity(heal): +5% light Spellpower: +8 (+3 eff.) Light radius: +7 It can be used to activate talent Sun Flare, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 47.60 light damage within radius 3. The damage done will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Blastlord (2 def, 0 armour) Blastlord (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 12 lightning Changes stats: +10 Mag / +6 Wil Changes resistances: +8% mind / +6% lightning Changes damage: +8% mind / +9% lightning Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Maximum psi: +17.00 Spellpower: +4 (+1 eff.) Mindpower: +13 (+4 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +20 A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Dawnwrack' (0 def, 2 armour) hardened leather gloves 'Dawnwrack' (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 13 temporal Damage (Ranged): 9 temporal Changes stats: +7 Str / +3 Dex / +2 Mag / +3 Wil Changes resistances: +7% temporal Changes resistances penetration: +25% light Changes damage: +6% temporal Grants telepathy: Humanoid/Orc Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Vorona the stralite torque of charged psionic shield [power 131] (20 cooldown) Vorona the stralite torque of charged psionic shield [power 131] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 15% Changes resistances: +6% blight / +3% fire / +9% cold Changes resistances penetration: +20% acid Talent granted: +5 Telekinetic Blast It can be used to setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 131 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | Incarzherek IncarzherekPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +15 (+4 eff.) Armour: +6 Effects on melee hit: * 35% chance to blind Damage (Melee): 50 light Effects on ranged hit: * 35% chance to blind Damage (Ranged): 50 light Damage when hit (Melee): 4 darkness Changes stats: +10 Str / +6 Wil / +8 Cun / +9 Con Changes resistances: +3% cold Physical save: +20 (+7 eff.) Mental save: +30 (+9 eff.) Silence immunity: +20% Stun/Freeze immunity: +50% Life regen: +4.60 Mindpower: +15 (+5 eff.) Rings can have magical properties. |
On fingers | sneakthief's steel ring of misery sneakthief's steel ring of miseryCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 10% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 10 bleed Changes stats: +6 Cun / +5 Dex Hate when firing a critical mind attack: +1.00 Maximum hate: +8.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | Spellblaze Echoes Spellblaze EchoesPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +6 Defense: +6 (+0 eff.) Spellpower on spell critical (stacks up to 3 times): +15 Spellpower: +8 (+3 eff.) Spell crit. chance: +6% It can be used to unleash a destructive wail, destroying terrain and dealing 463.08 physical damage (based on Magic) in a radius of 3, costing 60 power out of 60/60. This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
In main hand | Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Str, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Around waist | balancing hardened leather belt of burglary balancing hardened leather belt of burglaryCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +7.0% Changes stats: +8 Dex / +8 Cun / +6 Lck Trap disarming bonus: +5 Stealth bonus: +9 Mental crit. chance: +8% Infravision radius: +3 A belt that goes around your waist. |
In off hand | Dagger of the Past (25-32.5 power, 20 apr) Dagger of the Past (25-32.5 power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+0 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+3 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Cloak | Uradunahad the Glarebreaker (2 def, 0 armour) Uradunahad the Glarebreaker (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Defense: +2 (+0 eff.) Fatigue: -5% Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 20 light Changes resistances penetration: +15% light / +5% fire Changes damage: +6% light / +12% fire Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Firewalker (8 def, 2 armour) Firewalker (8 def, 2 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+0 eff.) Damage when hit (Melee): 18 fire Changes stats: +6 Cun / +6 Mag Changes resistances: -10% cold / +20% fire Changes resistances penetration: +20% fire Changes damage: +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
regeneration infusion of the duelist (heal 561 over 5 turns) regeneration infusion of the duelist (heal 561 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 561 life over 5 turns. Its effects scale with your Dexterity 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 ability. Press to compare to your current inscriptions |
wild infusion of the duelist (resist 30%; cure physical) wild infusion of the duelist (resist 30%; cure physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 ability. |
biting gale rune of the wizard (143 cold damage; freeze 3 turns with power 54) biting gale rune of the wizard (143 cold damage; freeze 3 turns with power 54)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 143.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 54 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
controlled phase door rune of the wizard (range 10) controlled phase door rune of the wizard (range 10)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 4 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune of the duelist (306 fire damage) heat beam rune of the duelist (306 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 6 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 306.32 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
heat beam rune of the wizard (361 fire damage) heat beam rune of the wizard (361 fire damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 361.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
lightning rune of the duelist (505 lightning damage) lightning rune of the duelist (505 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 168.20 to 504.61 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
This item will automatically be transmogrified when you leave the level. Chalukan (67.5-101.25 power, 4 apr)Chalukan (67.5-101.25 power, 4 apr) Requires: - Strength 48 Powered by arcane forces Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 67.5 - 101.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +23 temporal / +26 nature / +20 cold When wielded/worn: Armour penetration: +16 Armour: +6 Damage when hit (Melee): 12 arcane Changes resistances penetration: +10% physical Changes damage: +19% physical Knockback immunity: +10% Vim when firing critical spell: +3.00 Maximum mana: +40.00 Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. flaming voratun greatmaul of daylight (66-99 power, 4 apr)flaming voratun greatmaul of daylight (66-99 power, 4 apr) Requires: - Strength 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 5 It must be held with both hands. Base power: 66.0 - 99.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 light Burst (radius 1) on hit: +14 fire Damage against: +19% Undead Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. gifted living mindstar of balance (15-16.5 power, 40 apr, mind damage)gifted living mindstar of balance (15-16.5 power, 40 apr, mind damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.0 - 16.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +7 (+2 eff.) Equilibrium when hit: +0.60 Mindpower: +18 (+6 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. Cureslicer the reinforced leather slingCureslicer the reinforced leather sling Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 4 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +10 When wielded/worn: Accuracy: +13 (+4 eff.) Physical crit. chance: +13.0% Changes resistances: +20% nature / +6% darkness Changes resistances penetration: +25% nature Changes damage: +3% nature Slings are used to hurl stones or metal shots at your foes. |
Telos's Staff (Bottom Half) Telos's Staff (Bottom Half)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff It is part of a set of items. Accuracy bonus: +2.5% procs dam / acc Attack speed: 100% When wielded/worn: Changes stats: +4 Mag Changes damage: +20% acid / +20% cold Critical mult.: +20.00% Mental save: +8 (+2 eff.) Confusion immunity: +20% Maximum mana: +50.00 Spell crit. chance: +8% The bottom part of Telos' broken staff. |
This item will automatically be transmogrified when you leave the level. cruel dragonbone vilestaff (30-36 power, 6 apr, blight element)cruel dragonbone vilestaff (30-36 power, 6 apr, blight element) Requires: - Magic 48 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +10.0% Changes damage: +30% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +15 (+5 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. dragonbone magestaff 'Salatta' (30-36 power, 6 apr, darkness element)dragonbone magestaff 'Salatta' (30-36 power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +4 mind When wielded/worn: Changes resistances: +3% mind Changes damage: +30% darkness Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Command Staff Critical mult.: +5.00% Physical save: +11 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +12 (+4 eff.) Mana each turn: +0.23 Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +25 (+8 eff.) Spell crit. chance: +13% Mindpower: +4 (+1 eff.) It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. ancient elven-silk robe (5 def, 0 armour)ancient elven-silk robe (5 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +4 Mag Changes resistances penetration: +7% physical / +10% temporal Changes damage: +16% physical / +14% temporal Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. spiked drakeskin leather armour (5 def, 8 armour)spiked drakeskin leather armour (5 def, 8 armour) Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage when hit (Melee): 13 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. icy quiver of dragonbone arrows (19/19, 53.5-74.9 power, 18 apr)icy quiver of dragonbone arrows (19/19, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 19 Damage (Ranged): +9 cold Arrows are used with bows to pierce your foes to death. |
393 alchemist agate 393 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+0 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang Rungof's FangInfused 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. |
Heart of Poosh Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
30 alchemist bloodstone 30 alchemist bloodstone0.00 Encumbrance. Type: alchemist-gem / red ; tier 5 When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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, costing 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 Chest Transmogrification ChestPowered 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), costing 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. |
This item will automatically be transmogrified when you leave the level. self-loading pouch of voratun shots (19/19, 52.5-63 power, 6 apr)self-loading pouch of voratun shots (19/19, 52.5-63 power, 6 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 52.5 - 63.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Crit. chance: +7.0% Capacity: 19 Turns elapse between self-loadings: 2 Shots are used with slings to pummel your foes to death. |
Achievements
By Gabi the Complete Lunatic the Halfling Flenser level 30
42nd Regrowth 123rd year of Ascendancy at 17:51 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 30
40th Regrowth 123rd year of Ascendancy at 04:46 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 36
9th Mirth 123rd year of Ascendancy at 12:27 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 35
40th Pyre 123rd year of Ascendancy at 07:33 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 38
10th Flare 123rd year of Ascendancy at 00:20 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 34
37th Pyre 123rd year of Ascendancy at 03:40 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 9
8th Flare 122nd year of Ascendancy at 04:47 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 33
33rd Pyre 123rd year of Ascendancy at 05:05 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 31
2nd Pyre 123rd year of Ascendancy at 05:31 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 21
70th Haze 122nd year of Ascendancy at 16:15 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 17
41st Haze 122nd year of Ascendancy at 15:09 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 20
69th Haze 122nd year of Ascendancy at 21:20 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 19
50th Haze 122nd year of Ascendancy at 15:28 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 10
50th Dusk 122nd year of Ascendancy at 05:48 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 20
57th Haze 122nd year of Ascendancy at 17:19 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 30
39th Regrowth 123rd year of Ascendancy at 17:18 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 9
3rd Flare 122nd year of Ascendancy at 00:31 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 33
33rd Pyre 123rd year of Ascendancy at 06:14 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 10
50th Dusk 122nd year of Ascendancy at 07:17 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 31
24th Pyre 123rd year of Ascendancy at 11:54 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 6
1st Mirth 122nd year of Ascendancy at 08:08 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 36
6th Mirth 123rd year of Ascendancy at 04:34 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 31
24th Pyre 123rd year of Ascendancy at 00:51 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 25
7th Regrowth 123rd year of Ascendancy at 08:46 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 16
13rd Haze 122nd year of Ascendancy at 22:23 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 31
49th Regrowth 123rd year of Ascendancy at 08:10 see stats
By Gabi the Complete Lunatic the Halfling Flenser level 29
39th Regrowth 123rd year of Ascendancy at 08:05 see stats
Log
Skeleton warrior is encased in ice!
Skeleton warrior speeds up.
Skeleton warrior resists the blinding light!
Gabi the Complete Lunatic hits Skeleton warrior for 165 physical, 38 cold, 15 temporal, 58 light, 1 physical, (4 to ice), 18 temporal, (9 to ice), 38 physical, (1 to ice), 5 temporal, (3 to ice), 12 temporal, (12 to ice), 46 light, (0 to ice), 1 physical (396 total damage).
Talent First Blood is ready to use.
Gabi the Complete Lunatic hits Skeleton warrior for (19 to ice), 75 physical (75 total damage).
Gabi the Complete Lunatic hits Armoured skeleton warrior for (60 absorbed), 0 cold (0 total damage).
Gabi the Complete Lunatic killed Skeleton warrior!
Armoured skeleton warrior uses Disarm.
Gabi the Complete Lunatic is disarmed!
Gabi the Complete Lunatic hits Armoured skeleton warrior for (13 absorbed), 0 lightning, (3 absorbed), 0 darkness, (23 absorbed), 0 light, (21 absorbed), 0 fire (0 total damage).
Armoured skeleton warrior hits Gabi the Complete Lunatic for 153 physical, 11 blight (164 total damage).
Armoured skeleton warrior slows down.
Armoured skeleton warrior resists the blinding light!
Gabi the Complete Lunatic hits Armoured skeleton warrior for (30 absorbed), 0 physical, (12 absorbed), 0 temporal, (49 absorbed), 0 light, (1 absorbed), 0 physical (0 total damage).
The protective shield of Gabi the Complete Lunatic disappears.
Armoured skeleton warrior uses Block.
Gabi the Complete Lunatic hits Armoured skeleton warrior for (32 blocked), 0 physical, (15 absorbed), 0 temporal, (58 absorbed), 0 light, (1 blocked), 0 physical (0 total damage).
Skeleton warrior uses Stunning Blow.
Skeleton warrior performs a melee critical strike against Gabi the Complete Lunatic!
Gabi the Complete Lunatic is recovering from the damage!
Gabi the Complete Lunatic tries to evade attacks.
Gabi the Complete Lunatic resists the stunning blow!
Skeleton mage casts Manathrust.
Gabi the Complete Lunatic casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Saving game...