












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 31 / 69% |
| Size | small |
| Lifes / Deaths | Killed by Xerelratta the skeleton warrior at level 30 on the 12nd Regrowth 123rd year of Ascendancy at 15:11 / 2Killed by corrupted corrupted dendritic hemospinner at level 31 on the 17th Regrowth 123rd year of Ascendancy at 03:28 |
Primary Stats
| Strength | 14 (base 14) |
| Dexterity | 84 (base 60) |
| Constitution | 15 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 35 (base 11) |
| Cunning | 95 (base 60) |
Resources
| Life | -56/704 |
| Stamina | 207/262 |
| Paradox | 300 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 7.4880196862261 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 51.441172933484 |
| See Invisible | 51.441172933484 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 131 |
| Accuracy | 66 |
| Crit Chance | 45% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 46% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +9% |
| Arcane | +20% |
| Mind | +22% |
| All | 0% |
| Lightning | +10% |
| Light | +24% |
| Temporal | +7% |
| Physical | +56% |
| Darkness | +50% |
Offense: Damage Penetration
| Darkness | +35% |
| Physical | +66% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 38 (74.007671158813%) |
| Defense | 77 |
| Ranged Defense | 77 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 22 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 32%( 70%) |
| Cold | + 19%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 38%( 70%) |
| Temporal | + 32%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| 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 383 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: 13 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 20 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 335 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 693% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 failed to protect the lone alchemist from death by Eilinena the venom drake hatchling. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed xorn fragment. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed skeleton mage skull. * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 68% (based on Cunning). Uses 40 power out of 26/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | Shadebore the pouch of dwarven-steel shots (56/57, 50-60 power, 11 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master Power 50.0 - 60.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +11 Crit +5.0% Capacity 57 Rld cld 3 Ranged+ +8 darkness On Hit.r1 +8 darkness On Crit.r2 +20 darkness On Hit: 20% Curse of Defenselessness 3 Shots are used with slings to pummel your foes to death. |
| Light source | Glugath the alchemist's lamp =5 MAG LITE=0.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Crit.mult +5.00% Spell.pwr +17 (+5 eff.) Dmg.mod +9% blight +10% mind +6% light ----- def ----- Resists +5% darkness Affinity +5% light ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Light +7 Sun Flare: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 134.53 light damage. At talent level 3 you gain 21% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Khelaravor' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +2 Cun +5 Wil dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +10% lightning +24% physical +10% darkness ----- def ----- Defense +2 (+0 eff.) Resists +15% lightning +20% physical +10% darkness ---------- misc Max.hate +13.00 A pointy cloth hat, very wizardly... |
| On hands | brawler's hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +4 Dex +2 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Ivudherin the ash wand of clairvoyance [power 10] (12 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Cun +2 Wil dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +12% physical Acc +10 (+3 eff.) ----- def ----- Crit.chn- 15.00% Reveal the area around you, dispelling darkness (radius 10, power 47 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Bethimira' =3 MAG RING=0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Phys.save +15 (+8 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+3 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| Around neck | steel amulet 'Eremizilathad'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +12% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -5% Resists +6% nature +6% blight HP.reg +2.00 ---------- misc Stam/turn +0.30 Psi/ret +0.24 Amulets make your neck look great! |
| In main hand | halfling cured leather sling of true flight4.0 T2 sling 1H weapon [Ego++] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +8% physical Acc +6 (+2 eff.) ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Ivotta1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Spell.crit +4% Acc +10 (+3 eff.) ----- def ----- Armour +6 Resists +14% lightning +7% temporal +2% physical +7% fire +7% cold +7% acid Spell.save +3 (+2 eff.) Stealth +9 ---------- misc T.Disarm +20 Infravis +4 A belt that goes around your waist. |
| In off hand | swashbuckler's voratun shield of patience (0 def, 10 armour, 62-75 power, 213.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 62.5 - 75.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +214 While equipped: Stats +1 Str +4 Dex dps ---------- Acc +11 (+3 eff.) ----- def ----- Armour +10 Fatigue +8% Resists +15% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 24 cooldown Level 5.0 Pwr.cost 24 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (338) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
| Cloak | Zanasin (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +12% acid Res.pen +25% physical ----- def ----- Defense +2 (+0 eff.) Max.HP +39.00 ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lorukan the silk robe (0 def, 4 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil +4 Cun dps ---------- Spell.crit +12% Mind.crit +3% Spell.pwr +13 (+4 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +7% temporal +18% light +12% physical +20% arcane +28% darkness Res.pen +10% darkness +16% physical ----- def ----- Armour +4 Resists +13% all Cut- +10% Confus- +20% ---------- misc Max.mana +25.00 Max.hate +7.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (290.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 310.30 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 440; dur 6; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 440 damage for 6 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of magic (+3) =3 MAG AMULET=0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
Bethyyata the gold ring =8 MAG RING=0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +8 Mag +5 Cun +3 Con dps ---------- Spell.pwr +11 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind ----- def ----- Resists +12% mind ---------- misc See.Invis +9 Rings make your fingers look great! |
Emelimithra the steel ring =22 LTNING RES RING=0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +11% lightning On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +22% lightning Spell.save +12 (+6 eff.) Max.HP +45.00 HP.reg +7.00 Heal.mod +10% ---------- misc Max.stam +17.00 Rings make your fingers look great! |
Glitterstreak =13 MAG RING=0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex +13 Mag +3 Wil dps ---------- Dmg.mod +12% light Res.pen +10% light Acc +9 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+3 eff.) Crit.chn- 15.00% Disengage: Puts all charms on 8 cooldown Level 2.6 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
conjurer's gold ring =5 MAG RING=0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Rings make your fingers look great! |
voratun dagger of crippling (38-49 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Sharp, short and deadly. |
enhanced voratun greatmaul (70-106 power, 4 apr)5.0 T5 greatmaul 2H weapon Reqs Str 48 [Ego+] Nature Power 70.5 - 105.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% While equipped: Stats +12 Str +13 Dex +6 Mag +9 Wil +12 Cun +12 Con Massive two-handed mauls. |
Isayawyn4.0 T2 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +7 cold While equipped: Stats +2 Str dps ---------- Phys.crit +2.0% Phys.pwr +6 (+3 eff.) Dmg.mod +11% cold Acc +5 (+2 eff.) ---------- misc Reload +3 Slings are used to hurl stones or metal shots at your foes. |
runic cured leather sling =3 MAG SLING=4.0 T2 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +3 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +7% arcane Slings are used to hurl stones or metal shots at your foes. |
Arulewen the Chillobeisance (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning +15% cold +6% light +9% acid Res.pen +20% nature +15% cold ----- def ----- Defense +11 (+3 eff.) Resists +15% nature +15% cold ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 81.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Rimewarden (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Mind.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness +15% acid Res.pen +15% mind +40% cold ----- def ----- Defense +13 (+3 eff.) ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 81.71 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Swampgore (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Rare] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% cold Res.pen +15% darkness +20% nature Melee Ret 4 arcane ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +9% nature Die.at -80.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone vilestaff of might (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +27% Crit.mult +20.00% Spell.pwr +15 (+5 eff.) Dmg.mod +30% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hardened leather belt 'Lightningmalice' =3 MAG BELT=1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Con dps ---------- Res.pen +20% lightning ----- def ----- Resists +12% lightning +6% fire +7% cold A belt that goes around your waist. |
rough leather belt 'Layethra'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +3% mind +3% fire Mind.save +9 (+4 eff.) Max.HP +32.00 Pinning- +20% A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Armorin the Airward (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +6 Mag +6 Wil +4 Cun dps ---------- Mind.crit +6% Mind.pwr +10 (+4 eff.) Dmg.mod +6% mind ----- def ----- Resists +9% lightning +3% light +11% all ---------- misc Mana/turn +0.18 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 72.80 to 91.00 physical damage (based on Willpower and Cunning) with knockback. Uses 8 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Worm Nest (0 def, 0 armour) =15 MAG CHEST=2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 12 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
elven-silk robe of life (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +15% blight +15% all Max.HP +66.00 HP.reg +4.40 Heal.mod +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of hardened leather boots of phasing (0 def, 4 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 20 cooldown A pair of boots made of leather. |
alchemist's dwarven-steel gauntlets of magic (+4) (0 def, 2 armour) =8 MAG GLOVES=1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +8 Mag +4 Wil dps ---------- Melee+ 5 acid 5 fire 5 cold 5 lightning Dmg.mod +6% arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
scouring voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +4 Dex dps ---------- Acc +22 (+6 eff.) On Melee Ret: * 22 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Spell.save +21 (+11 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Belekaltholdil (3 def, 0 armour)2.0 T5 head armor [Rare] Master While equipped: Stats +10 Wil dps ---------- Dmg.mod +27% arcane +21% blight Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Defense +3 (+1 eff.) Resists +5% arcane Phys.save +15 (+8 eff.) A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Sootwrecker the hardened leather cap (0 def, 3 armour) =5 MAG HELM=2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +5 Mag +4 Cun dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +3 Fatigue +3% Resists +6% darkness ---------- misc Infravis +2 A cap made of leather. |
fearforged voratun mail armour of clarity (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane/Psionic While equipped: Stats +9 Con ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +24% Resists +15% darkness +9% fire +8% mind -19% light Phys.save +6 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +23 (+9 eff.) A suit of armour made of mail. |
Zubeda (12 def, 19 armour)9.0 T4 light armor Reqs Str 18 [Rare] Psionic While equipped: Stats +8 Cun +16 Wil dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +19 Defense +12 (+3 eff.) Fatigue +8% Resists +15% lightning +9% temporal Mind.save +18 (+7 eff.) Teleport- +20% ---------- misc Hate/m.crit +5.00 A suit of armour made of leather. |
8 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. |
445 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 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 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. |
3 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Festersmash (dig speed 8 turns)3.0 T3 digger tool [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +9% temporal +5% fire +7% mind +6% nature ----- def ----- Resists +6% fire +7% darkness +23% nature Mind.save +7 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zeramnir the Shadestoker (dig speed 30 turns) =6 MAG TOOL=3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +6 Mag +8 Cun +2 Con dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +6% temporal Phys.save +12 (+6 eff.) ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Prox's Lucky Halfling Foot =no=2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Glaciernull (14/19, 38-46 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 38.5 - 46.2 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 19 Ranged+ +20 fire +12 light +8 cold On Hit.r1 +12 fire +16 cold On Crit.r2 +16 cold On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
barbed pouch of stralite shots (20/20, 52-62 power, 5 apr)3.0 T4 shot ammo [Ego+] Master Power 52.0 - 62.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +11.5% Capacity 20 On Crit: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
storming pouch of voratun shots of torment (23/23, 51-61 power, 6 apr)3.0 T5 shot ammo [Ego+] Nature/Psionic Power 51.0 - 61.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 23 Ranged+ +14 lightning On Crit.r2 +5 lightning On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
7 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. |
dragonbone wand of lightning storm [power 350] (12 cooldown)2.0 T5 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 77 lightning damage and will be dazed for 1 turn (385 total damage) Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
6 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. |
6 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 (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SlinginMoo the Halfling Skirmisher level 16
33rd Dusk 122nd year of Ascendancy at 09:20 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SlinginMoo the Halfling Skirmisher level 23
2nd Allure 123rd year of Ascendancy at 17:58 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By SlinginMoo the Halfling Skirmisher level 30
13rd Regrowth 123rd year of Ascendancy at 07:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SlinginMoo the Halfling Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 02:23 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SlinginMoo the Halfling Skirmisher level 20
71st Dusk 122nd year of Ascendancy at 12:02 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By SlinginMoo the Halfling Skirmisher level 30
12nd Regrowth 123rd year of Ascendancy at 08:45 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By SlinginMoo the Halfling Skirmisher level 21
76th Dusk 122nd year of Ascendancy at 23:26 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By SlinginMoo the Halfling Skirmisher level 30
13rd Regrowth 123rd year of Ascendancy at 00:54 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SlinginMoo the Halfling Skirmisher level 9
6th Mirth 122nd year of Ascendancy at 16:51 see stats
The Rat Lich (Insane (Roguelike) difficulty)
Killed the terrible Rat Lich.By SlinginMoo the Halfling Skirmisher level 23
3rd Allure 123rd year of Ascendancy at 09:51 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SlinginMoo the Halfling Skirmisher level 23
75th Haze 122nd year of Ascendancy at 14:47 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SlinginMoo the Halfling Skirmisher level 6
1st Mirth 122nd year of Ascendancy at 08:24 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By SlinginMoo the Halfling Skirmisher level 22
2nd Haze 122nd year of Ascendancy at 12:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SlinginMoo the Halfling Skirmisher level 16
25th Dusk 122nd year of Ascendancy at 13:47 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By SlinginMoo the Halfling Skirmisher level 30
12nd Regrowth 123rd year of Ascendancy at 15:11 see stats
Log
Rotting Disease from Giant digestive sack (opened) hits SlinginMoo for (24 flat reduction), 0 blight (0 total damage).
Something hits SlinginMoo for (29 flat reduction), 60 nature (60 total damage).
SlinginMoo is no longer panicked
Something misses SlinginMoo.
SlinginMoo reacts to an attack from Something, mitigating the blow!.
SlinginMoo tries to evade attacks.
Something hits SlinginMoo for (29 flat reduction), (54 reacted , -5 stam), 88 physical (88 total damage).
Rotting Disease from Giant digestive sack (opened) hits SlinginMoo for (24 flat reduction), 0 blight (0 total damage).
Something hits SlinginMoo for (29 flat reduction), 64 nature (64 total damage).
SlinginMoo moves reluctantly!
SlinginMoo is free from the rotting disease.
Something misses SlinginMoo.
SlinginMoo reacts to an attack from Something, mitigating the blow!.
SlinginMoo starts to bleed.
Something hits SlinginMoo for (29 flat reduction), (40 reacted , -5 stam), 65 physical (65 total damage).
Something hits SlinginMoo for (29 flat reduction), 67 nature (67 total damage).
SlinginMoo is weakened by the gloom.
SlinginMoo overcomes the gloom
Something misses SlinginMoo.
SlinginMoo evades Something.
SlinginMoo evades Something.
SlinginMoo cleverly deflects the attack with his shield!
SlinginMoo follows up with a countershot.
SlinginMoo repels an attack from Something.
SlinginMoo reacts to an attack from Something, mitigating the blow!.
Something misses SlinginMoo.
Something hits SlinginMoo for (29 flat reduction), (65 reacted , -5 stam), 113 physical (113 total damage).
Bleeding from Corrupted corrupted dendritic hemospinner hits SlinginMoo for (15 flat reduction), 0 physical (0 total damage).
SlinginMoo the level 31 halfling skirmisher was chopped into tiny pieces to death by corrupted corrupted dendritic hemospinner on level 1 of The Godfeaster.









































































































