Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.1.5 |
| Addons | Items Vault 1.1.2Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 25 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinowe the master vampire at level 25 on the 70th Regrowth 123rd year of Ascendancy at 05:35 / 1 |
Primary Stats
| Strength | 59 (base 46) |
| Dexterity | 44 (base 30) |
| Constitution | 54 (base 41) |
| Magic | 12 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -5/710 |
| Stamina | 144/180 |
| Healing Factor | 1.5575271775996 |
| Regeneration | 37.528126353667 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 109 |
| Accuracy | 54 |
| Crit Chance | 6% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22.6 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +19% |
| Physical | -14% |
| Fire | +12% |
| All | +6% |
Offense: Damage Penetration
| Acid | +10% |
| Temporal | +10% |
| Physical | +8% |
| Fire | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 64.898613808071 (93.924050632911%) |
| Defense | 41.898726087455 |
| Ranged Defense | 45.898726087455 |
| Fatigue | 44 |
| Physical Save | 37.775 |
| Spell Save | 39.25 |
| Mental Save | 10.4 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 2%( 70%) |
| All | -8%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 24%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Disarm Resistance | 16% |
| Confusion Resistance | 46% |
| Stun Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 19% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of mental, physical effects and reduce all damage taken by 16% for 4 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 7 turns. Also while Heroism is active, you will only die when reaching -485 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 329 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 65 with a minimum range of 15. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 440 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Shield Wall |
| detrimental effect | The target is on fire, taking 57.63 fire damage per turn. Burning |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target is recovering 6 life each turn and its healing modifier has been increased by 13%. Recovery |
| beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 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. | active |
You failed to protect the lost anorithil from death by Mayybreda the fox. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by fire wyrm. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 |
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 fire 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 37. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed pouch of bone giant dust. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of squid ink. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * You've found the needed green worm. | 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 within1 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Breguregoldil the Shockwar (20 def, 5 armour) Breguregoldil the Shockwar (20 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +20 Fatigue: +5% Damage when the wearer is hit: 20 lightning Changes resistances: +9% lightning It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 28% chance to completely evade them and granting you 18 defense for 6 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. A pair of boots made of leather. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Zerisagrim the dwarven-steel helm (0 def, 4 armour) Zerisagrim the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 Armour: +4 Fatigue: +4% Changes stats: +10 Str / +7 Dex / +6 Con Damage when the wearer is hit: 12 mind Stamina when hit: +1.40 Equilibrium when hit: +1.70 Maximum stamina: +10.00 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Olabers (0 def, 3 armour) Olabers (0 def, 3 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Accuracy: +12 Armour: +3 Changes stats: +3 Dex Changes resistances: +2% physical Changes resistances penetration: +10% temporal Stamina each turn: +0.20 Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | supercharged dwarven-steel torque of psychoportation [power 46] (1/45 cooldown) supercharged dwarven-steel torque of psychoportation [power 46] (1/45 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 46), placing all other charms into a 45 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kilngash KilngashCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 Changes stats: +2 Mag / +1 Wil / +2 Con Changes resistances penetration: +5% fire Changes damage: +6% all / +6% fire Spell save: +15 Mental save: +9 Confusion immunity: +46% Maximum stamina: +23.00 Spellpower: +14 Mindpower: +12 New effects duration reduction after a teleport: +20% Rings can have magical properties. |
| On fingers | Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, this is your reward. |
| Around neck | warrior's steel amulet of strength (+3) warrior's steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +7% physical Stamina each turn: +0.40 Amulets can have magical properties. |
| In main hand | Eilinata the Poxrazor (43-60.2 power, 6 apr) Eilinata the Poxrazor (43-60.2 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 43.0 - 60.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage when this weapon hits: +16 nature Damage conversion: 10% nature When wielded/worn: Physical power: +12 Changes stats: +5 Con Changes resistances: +6% nature Changes resistances penetration: +5% lightning / +8% physical Disarm immunity: +16% Sharp, long, and deadly. |
| Around waist | insulating hardened leather belt of unlife insulating hardened leather belt of unlifePowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +10% fire / +9% cold / +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Elara the Glowwoe (12 def, 3 armour, 72 dam, 214.5 block) Elara the Glowwoe (12 def, 3 armour, 72 dam, 214.5 block)Requires: - Strength 48 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 72.0 - 86.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +4.0% procs dam / acc Physical crit. chance: +5.0% Block value: +214 Damage when this weapon hits: +8 light Burst (radius 1) on hit: +15 fire When wielded/worn: Armour: +3 Defense: +12 Ranged Defense: +12 Fatigue: +14% Damage when the wearer hits(melee): 7 fire Damage when the wearer is hit: 15 fire Changes resistances: +12% lightning / +6% acid Talent granted: +5 Block Handheld deflection devices |
| Cloak | Nerariawen the Glimmerstrike (2 def, 0 armour) Nerariawen the Glimmerstrike (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Changes stats: +4 Dex / +1 Wil / +2 Cun Changes resistances: +16% nature / +14% blight Changes damage: +3% light Life regen: +1.70 Healing mod.: +18% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Berudodar (9 def, 16 armour) Berudodar (9 def, 16 armour)Requires: - Strength 60 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Defense: +9 Fatigue: +26% Changes resistances: +9% physical / +3% blight / +6% acid Changes resistances penetration: +10% acid Physical save: +16 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 211) healing infusion of the warrior (heal 211)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: 13 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 211 life. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Shinelord ShinelordCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 4 light Changes resistances penetration: +5% light Changes damage: +9% blight Talent mastery: +0.21 Cunning / Survival Amulets can have magical properties. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +21% Amulets can have magical properties. |
clarifying gold amulet of strength (+3) clarifying gold amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% mind Confusion immunity: +25% Amulets can have magical properties. |
stabilizing copper amulet stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% temporal Pinning immunity: +22% Knockback immunity: +24% Amulets can have magical properties. |
starlit steel amulet starlit steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +12% darkness / +12% light Blindness immunity: +22% Amulets can have magical properties. |
steel amulet of healing steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 164 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Inertial Twine Inertial TwineCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +5 Changes stats: +4 Str / +8 Wil Changes resistances: +5% physical Changes damage: +5% physical Physical save: +12 Knockback immunity: +100% It can be used to activate talent Bind (costing 25 power out of 28/28) : Effective talent level: 2.0 Power cost: 25 out of 28/28. Range: 5.0 Travel Speed: instantaneous Is: a mind power Description: Bind the target in crushing bands of telekinetic force, immobilizing it for 5 turns. The duration will improve with your Mindpower. The use of a telekinetically-wielded gem or mindstar as a focus will improve the effects of this talent considerably. This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6.0 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 13 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's steel ring of corrosion (+20%) marksman's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 Changes stats: +3 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings can have magical properties. |
mule's copper ring of clarity mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Maximum encumbrance: +21 Mental save: +6 Confusion immunity: +21% Rings can have magical properties. |
mule's copper ring of power mule's copper ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 Fatigue: -5% Maximum encumbrance: +20 Spellpower: +5 Mindpower: +6 Rings can have magical properties. |
psionicist's steel ring of sensing psionicist's steel ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 Blindness immunity: +20% See stealth: +7 See invisible: +7 Rings can have magical properties. |
savior's steel ring of darkness (+20%) savior's steel ring of darkness (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +20% darkness Changes damage: +10% darkness Physical save: +10 Spell save: +7 Mental save: +7 Rings can have magical properties. |
steel ring 'Runyrain' steel ring 'Runyrain'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex / +3 Wil / +1 Cun / +1 Con Changes damage: +6% temporal Mental save: +6 Rings can have magical properties. |
warrior's steel ring of corrosion (+26%) warrior's steel ring of corrosion (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Changes resistances: +26% acid Changes damage: +13% acid Rings can have magical properties. |
wizard's gold ring of pilfering wizard's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 Armour penetration: +9 Defense: +8 Changes stats: +4 Mag Spell save: +8 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.0 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage when this weapon hits: +10 blight / +10 fire burn Burst (radius 2) on crit: +20 fire / +20 infective blight When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% fire / +10% blight This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel greatsword (37-59.2 power, 2 apr)arcing dwarven-steel greatsword (37-59.2 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance for lightning to arc to a second target Damage when this weapon hits: +10 lightning Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. cruel yew magestaff of projection (20-24 power, 4 apr, lightning damage)cruel yew magestaff of projection (20-24 power, 4 apr, lightning damage) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Lightning Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Physical crit. chance: +5.0% Changes damage: +20% lightning Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +13 Spell crit. chance: +5% It can be used to project a bolt from the staff, placing all other charms into a 5 cooldown. Staves designed for wielders of magic, by the greats of the art. |
voratun waraxe 'Boradunablek' (40.5-56.7 power, 6 apr) voratun waraxe 'Boradunablek' (40.5-56.7 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Accuracy: +12 Defense: +9 Changes stats: +3 Con Stamina each turn: +0.60 One-handed war axes. |
Growthfear the drakeskin leather belt Growthfear the drakeskin leather beltInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Damage when the wearer hits(melee): 6 blight Damage when the wearer is hit: 20 blight Changes damage: +3% nature Physical save: +10 Mindpower: +3 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Gloribeth' hardened leather belt 'Gloribeth'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +2 Changes stats: +2 Str Changes resistances: +8% cold / +8% fire Physical save: +15 A belt that goes around your waist. |
nightruned hardened leather belt nightruned hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% darkness / +8% light A belt that goes around your waist. |
Huroyaregohell (1 def, 0 armour) Huroyaregohell (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 Changes stats: +2 Str / +2 Con Mental save: +15 Mental crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere robe of corrosion (+19%) (2 def, 0 armour)cashmere robe of corrosion (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +19% acid Changes damage: +13% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of blight (+12%) (2 def, 0 armour)mindwoven cashmere robe of blight (+12%) (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +12% blight Changes damage: +12% blight Mental save: +18 Mindpower: +3 Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dryretir the pair of iron boots (0 def, 3 armour) Dryretir the pair of iron boots (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +1 Cun / +1 Con Changes resistances: +3% blight Physical save: +11 Mental save: +11 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Goratir the Brightbrand (0 def, 3 armour) Goratir the Brightbrand (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Damage when the wearer is hit: 4 temporal Changes resistances: +6% temporal Maximum encumbrance: +23 Physical save: +6 Light radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Runurorek' (0 def, 5 armour) pair of voratun boots 'Runurorek' (0 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +4 Cun / +3 Dex Changes resistances: +3% lightning Mental save: +12 Blindness immunity: +10% Confusion immunity: +5% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7.0 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
blighted rough leather gloves of strength (+3) (0 def, 1 armour) blighted rough leather gloves of strength (+3) (0 def, 1 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 Armour: +1 Changes stats: +3 Str Damage when the wearer hits(melee): 6 blight Changes resistances: +6% blight Changes damage: +4% blight Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour) radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 Armour: +2 Changes stats: +3 Dex Damage when the wearer hits(melee): 7 light Changes resistances: +6% light Changes damage: +3% light Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelaminor the linen wizard hat (1 def, 0 armour) Emelaminor the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Damage when the wearer hits(melee): 4 blight Damage when the wearer is hit: 12 blight Changes resistances: +6% cold / +6% fire A pointy cloth hat, very wizardly... |
Maniregodil (2 def, 0 armour) Maniregodil (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +24% light / +9% blight Changes damage: +16% light Blindness immunity: +10% Stun/Freeze immunity: +10% A pointy cloth hat, very wizardly... |
Scaldmoon the cashmere wizard hat (2 def, 0 armour) Scaldmoon the cashmere wizard hat (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer is hit: 16 fire Changes resistances: +19% nature Changes damage: +13% nature Maximum life: +40.00 A pointy cloth hat, very wizardly... |
cleansing cashmere wizard hat of frost (+18%) (2 def, 0 armour) cleansing cashmere wizard hat of frost (+18%) (2 def, 0 armour)Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Changes resistances: +18% cold / +7% nature / +8% blight Changes damage: +12% cold A pointy cloth hat, very wizardly... |
hardened leather cap 'Bokehad' (0 def, 3 armour) hardened leather cap 'Bokehad' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +12% darkness / +13% light Hate per kill: +3.00 Infravision radius: +2 See invisible: +9 Life regen bonus (wilder-summons): +2.00 A cap made of leather. |
Eilinudheratta (3 def, 8 armour) Eilinudheratta (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 Fatigue: +16% Changes stats: +3 Wil Damage when the wearer is hit: 5 light Changes resistances: +3% cold / +14% blight / +15% darkness / +9% light Light radius: +1 A suit of armour made of mail. |
Essence of Bearness Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness, costing 100 power out of 100/100. The very essence of bearness! |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 When used to imbue an object: Defense: +6 Physical save: +6 Spell save: +6 Mental save: +6 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Gems can be sold for money or used in arcane rituals. |
Xerowyn the alchemist's lamp Xerowyn the alchemist's lampInfused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +2 Wil Damage when the wearer hits(melee): 2 arcane Mental save: +10 Spell crit. chance: +1% Light radius: +3 See stealth: +5 See invisible: +10 Damage Shield penetration: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Flashspar' alchemist's lamp 'Flashspar'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer hits(melee): 2 light Damage when the wearer is hit: 4 light Changes resistances: +9% light Changes resistances penetration: +5% temporal Maximum life: +57.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Gives a 25% to shrug off up to three stuns, pins, and dazes each turn, with a 10 turn cooldown. 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 course 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 it stinks. |
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. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% 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, costing 202 power out of 208/400. 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 is 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. |
Beeyador (22/22, 62-74.4 power, 10 apr) Beeyador (22/22, 62-74.4 power, 10 apr)Requires: - Dexterity 48 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 5 Base power: 62.0 - 74.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Sling Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Physical crit. chance: +15.0% Capacity: 22 Travel speed: +200% Damage when this weapon hits(ranged): +32 blight Shots are used with slings to pummel your foes to death. |
Mayiremira [power 3] (1/20 cooldown) Mayiremira [power 3] (1/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 When wielded/worn: Damage when the wearer is hit: 8 mind / 8 arcane Changes resistances penetration: +5% arcane It can be used to absorb and nullify at most 3 detrimental mental status effects in the next 10 turns, placing all other charms into a 20 cooldown. Torques are made by powerful psionics to store psionic powers. |
Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 Mindpower: +3 It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 34 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
voratun torque of mindblast 'Yvutta' [power 177] (1/5 cooldown) voratun torque of mindblast 'Yvutta' [power 177] (1/5 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 5 When wielded/worn: Changes damage: +3% blight Critical mult.: +10.00% Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +10 It can be used to fire a blast of psionic energies in a beam (dam 88-177), placing all other charms into a 5 cooldown. Torques are made by powerful psionics to store psionic powers. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 15
40th Haze 122nd year of Ascendancy at 01:42 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 22
25th Regrowth 123rd year of Ascendancy at 23:11 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 18
77th Haze 122nd year of Ascendancy at 06:01 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 20
5th Allure 123rd year of Ascendancy at 16:22 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 15
40th Haze 122nd year of Ascendancy at 01:42 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 24
53rd Regrowth 123rd year of Ascendancy at 15:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 10
3rd Haze 122nd year of Ascendancy at 14:02 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 20
7th Decay 122nd year of Ascendancy at 06:53 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 21
9th Allure 123rd year of Ascendancy at 18:51 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 11
6th Haze 122nd year of Ascendancy at 08:52 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 12
34th Haze 122nd year of Ascendancy at 16:52 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers compound.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 20
6th Allure 123rd year of Ascendancy at 12:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By GRIGNR KNEELS FOR NO MAN! the Cornac Bulwark level 24
53rd Regrowth 123rd year of Ascendancy at 15:44 see stats
Log
GRIGNR KNEELS FOR NO MAN! is no longer out of phase.
Rested for 4 turns (stop reason: hostile spotted to the north (Eilinowe the master vampire)).
Eilinowe the master vampire casts Freeze.
GRIGNR KNEELS FOR NO MAN! resists!
Eilinowe the master vampire hits GRIGNR KNEELS FOR NO MAN! for 210 cold damage.
Eilinowe the master vampire casts Nova.
Eilinowe the master vampire leeches life from GRIGNR KNEELS FOR NO MAN!!
Eilinowe the master vampire hits GRIGNR KNEELS FOR NO MAN! for 109 lightning damage.
Eilinowe the master vampire receives 22 healing from GRIGNR KNEELS FOR NO MAN!.
GRIGNR KNEELS FOR NO MAN! is dazed!
GRIGNR KNEELS FOR NO MAN! wears(replacing): supercharged dwarven-steel torque of psychoportation [power 46] (45 cooldown).
Eilinowe the master vampire casts Lightning.
GRIGNR KNEELS FOR NO MAN! is not dazed anymore.
GRIGNR KNEELS FOR NO MAN! is recovering from the damage!
Eilinowe the master vampire leeches life from GRIGNR KNEELS FOR NO MAN!!
Eilinowe the master vampire hits GRIGNR KNEELS FOR NO MAN! for 244 lightning damage.
Eilinowe the master vampire receives 50 healing from GRIGNR KNEELS FOR NO MAN!.
Eilinowe the master vampire casts Flame.
GRIGNR KNEELS FOR NO MAN! is on fire!
Eilinowe the master vampire hits GRIGNR KNEELS FOR NO MAN! for 168 fire damage.
Talent Infusion: Regeneration is ready to use.
Eilinowe the master vampire leeches life from GRIGNR KNEELS FOR NO MAN!!
Burning from Eilinowe the master vampire hits GRIGNR KNEELS FOR NO MAN! for 56 fire damage.
Eilinowe the master vampire receives 11 healing from GRIGNR KNEELS FOR NO MAN!.
Eilinowe the master vampire casts Ice Shards.
Saving game...
