









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! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
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! 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 Adventure |
| Sex | Female |
| Race | Thalore |
| Class | Brawler |
| Level / Exp | 20 / 32% |
| Size | medium |
| Lifes / Deaths | Killed by arcane crystal at level 3 on the 78th Pyre 122nd year of Ascendancy at 11:02 0 / 7Killed by Bethalewe the mean looking elven guard at level 15 on the 20th Dusk 122nd year of Ascendancy at 19:58 Killed by Golessra the elven guard at level 15 on the 21st Dusk 122nd year of Ascendancy at 14:20 Killed by Golessra the elven guard at level 15 on the 21st Dusk 122nd year of Ascendancy at 15:42 Killed by Neruriara the broken golem at level 19 on the 3rd Mirth 123rd year of Ascendancy at 21:58 Killed by multi-hued drake hatchling at level 20 on the 9th Flare 123rd year of Ascendancy at 05:47 Killed by Porolrana the multi-hued drake hatchling at level 20 on the 9th Flare 123rd year of Ascendancy at 10:02 |
Primary Stats
| Strength | 33 (base 13) |
| Dexterity | 43 (base 38) |
| Constitution | 27 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 59 (base 48) |
Resources
| Life | -53/667 |
| Stamina | 180/210 |
| Healing Factor | 1.1386945338482 |
| Regeneration | 8.2555353703992 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Barehand
| Damage | 78 |
| Accuracy | 60 |
| Crit Chance | 21% |
| APR | 15 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +30% |
| Acid | +6% |
| Light | +3% |
| Darkness | +15% |
| Mind | +6% |
| Physical | +9% |
| Fire | +4% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +25% |
| Light | +15% |
| Darkness | +20% |
| Cold | +15% |
| Fire | +20% |
| Acid | +20% |
Defense: Base
| Armour (hardiness) | 27.118138619369 (56.297102139833%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 11 |
| Physical Save | 31 |
| Spell Save | 20 |
| Mental Save | 30 |
Defense: Resistances
| Nature | + 21%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 6%( 70%) |
| Cold | + 12%( 70%) |
| Blight | + 11%( 70%) |
| Acid | + 23%( 70%) |
| Fire | + 18%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Grappling | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | 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. * 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 precision. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their 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.' * '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 bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * '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.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 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 | Lisabrewen the pair of iron boots (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +9% physical Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | hardened leather gloves 'Amakalthodunakor' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 fire Dmg.mod +6% acid +4% fire Res.pen +15% acid ----- def ----- Armour +2 Resists +3% acid +6% fire HP.reg +5.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.80 Max.stam +10.00 Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +7 fire On Hit: 10% Nightmare 3 On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | rough leather cap 'Rheyalen' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Melee Ret 2 acid On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +3% cold +3% nature A cap made of leather. |
| Tool | dwarven-steel pickaxe 'Dimvengeance' (dig speed 23 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +15% darkness Res.pen +20% darkness Melee Ret 10 light ----- def ----- Resists +6% light Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+5 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring 'Daystreak'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +1 Dex dps ---------- Dmg.mod +3% light Res.pen +15% light Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +6 Defense +8 (+2 eff.) ---------- misc Equi/ret +0.12 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 131% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Xanosera the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Spell.crit +3% Phys.pwr +5 (+1 eff.) Acc +10 (+2 eff.) Apr +4 ----- def ----- Defense +15 (+5 eff.) Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Max.stam +20.00 Rings make your fingers look great! |
| Around neck | Kyleg the Frigidonslaught0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Dex +3 Cun +4 Con dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% acid +3% cold ---------- misc Light +2 Amulets make your neck look great! |
| Main armor | Hailbore the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Disrupt/Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% mind Res.pen +15% cold ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +11% blight +12% nature +17% acid HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
| Light source | Eariyamnir the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 47% * 20 arcane resource burn ----- def ----- Armour +2 Resists +6% cold Max.HP +41.00 Pinning- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| Cloak | cashmere cloak 'Galerend' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning Res.pen +25% lightning Acc +17 (+4 eff.) ----- def ----- Defense +2 (+0 eff.) Fatigue -4% Resists +12% fire Max.HP +58.00 ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Halostir the Sunveil1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Res.pen +20% fire ----- def ----- Armour +2 Resists +6% nature Crit.chn- 5.00% Phys.save +6 (+3 eff.) Die.at -20.00 life Disarm- +10% A belt that goes around your waist. |
Inventory
regeneration infusion of the titan (heal 152; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 152 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune (absorb 123; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 123 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of mastery (0.10 Technique / Grappling)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +12% nature +10% blight Poison- +20% Disease- +21% ---------- misc Masteries +0.10 Technique/Grappling Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
marksman's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% lightning Acc +4 (+1 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
titan's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +11% mind ----- def ----- Resists +11% mind Phys.save +6 (+3 eff.) Rings make your fingers look great! |
steel dagger (13-17 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 13.0 - 16.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Normal] Power 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
steel mace (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
gifted vined mindstar (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Islimira' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) Res.pen +10% acid +20% physical ----- def ----- Defense +20 (+6 eff.) Resists +18% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Crackleminister the hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% lightning ----- def ----- Armour +2 Resists +12% temporal +1% physical Spell.save +6 (+3 eff.) Max.HP +20.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff of wizardry (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +2% Spell.pwr +8 (+4 eff.) Dmg.mod +15% acid ---------- misc Max.mana +36.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff (18-22 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +18% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash starstaff of fate (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) S.pwr/crit +3 Dmg.mod +15% light ----- def ----- Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Winterworm the dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +8 darkness On Hit: * 10% chance to reduce damage dealt by 17% While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 6 cold ----- def ----- Resists +18% cold One-handed war axes. |
Dagontir the Fireseam1.0 T3 belt armor [Rare] Master While equipped: Stats +8 Cun dps ---------- Dmg.mod +12% fire Melee Ret 2 arcane ----- def ----- Defense +11 (+3 eff.) Resists +5% arcane Stealth +7 ---------- misc Infravis +2 See.Invis +6 A belt that goes around your waist. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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. |
insulating rough leather belt of life1.0 T1 belt armor [Ego] Nature/Master While equipped: ----- def ----- Resists +5% fire +5% cold HP.reg +0.90 Heal.mod +10% A belt that goes around your waist. |
Deepsjeer the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Dmg.mod +6% darkness Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +15% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Filthrip (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +2 (+0 eff.) Resists +12% acid +12% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveriwen the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Torykalthontir the Shadowworth (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil dps ---------- Spell.crit +6% Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Defense +2 (+0 eff.) Resists +9% lightning +9% darkness +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarahek (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +4 Wil +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% mind ----- def ----- Defense +2 (+0 eff.) Resists +3% temporal ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinysenor the Sunkin (0 def, 5 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Str +2 Dex +3 Wil +3 Cun dps ---------- Res.pen +10% physical ----- def ----- Armour +5 Resists +3% light Phys.save +7 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 See.Invis +3 A pair of boots made of leather. |
Voidorder the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +20% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Armour +4 Fatigue +3% Resists +15% fire +12% darkness +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of hardened leather boots 'Glunne' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag +1 Wil +2 Cun +5 Con dps ---------- Dmg.mod +9% arcane ----- def ----- Armour +7 Resists +6% acid ---------- misc Infravis +1 A pair of boots made of leather. |
pair of hardened leather boots 'Hailborn' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% mind +3% cold Res.pen +20% mind ----- def ----- Armour +3 Resists +12% acid +5% fire +6% mind +7% cold A pair of boots made of leather. |
pair of hardened leather boots 'Moldgasher' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +21% nature +6% mind On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +3 Resists +7% lightning +9% temporal Mind.save +12 (+6 eff.) ---------- misc Max.hate +4.00 A pair of boots made of leather. |
pair of hardened leather boots 'Vorita' (10 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Mag +2 Con dps ---------- Spell.pwr +4 (+2 eff.) Apr +3 ----- def ----- Armour +3 Defense +10 (+3 eff.) Resists +9% temporal Die.at -20.00 life ---------- misc Light +1 A pair of boots made of leather. |
pair of iron boots 'Hanarim' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Resists +5% arcane Phys.save +6 (+3 eff.) Die.at -40.00 life Disease- +10% ---------- misc Max.enc +20 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 41.40 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (2 def, 3 armour)1.5 T2 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+3 eff.) Dmg.mod +10% nature Res.pen +10% nature ----- def ----- Armour +3 Defense +2 (+0 eff.) Spell.save +6 (+3 eff.) Max.HP +40.00 Unarmed combat: Power 18.0 - 25.2 Physical Uses 40% Dex, 40% Str, 40% Cun Apr +8 Crit +6.0% Atk.spd 100% Melee+ +12 silence Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
heroic hardened leather gloves (0 def, 5 armour)1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +5 (+3 eff.) Max.HP +52.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betoyassra (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +15% mind +6% temporal Res.pen +5% mind +10% acid On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Armour +4 Fatigue +4% Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duvundil the Chillburst (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +9% cold Res.pen +10% cold +5% mind +15% light ----- def ----- Defense +2 (+0 eff.) Resists +7% fire +15% mind +6% cold A pointy cloth hat, very wizardly... |
Lustrepierce the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +15% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+0 eff.) Resists +9% fire +6% light +7% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 85.0 Physical damage. If the attack hits, the target is confused (37% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cleansing iron helm of absorption (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% nature +6% blight ---------- misc Stam/ret +0.80 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% mind Mind.save +10 (+5 eff.) Confus- +22% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lisokira the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Mag dps ---------- Mind.crit +2% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% fire HP.reg +4.00 ---------- misc See.Invis +3 A suit of armour made of leather. |
cleansing rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +16% fire +10% nature A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Nightdeath the steel plate armour (0 def, 20 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Res.pen +10% darkness Acc +20 (+5 eff.) Apr +4 ----- def ----- Armour +20 Fatigue +22% ---------- misc Max.stam +30.00 A suit of armour made of metal plates. |
6 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. |
2 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. |
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. |
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. |
Elenaruineg (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +3 Wil +3 Con dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Resists +11% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 8 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'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. |
ash wand of shielding [power 188] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Kekw the Thalore Brawler level 8
1st Flare 122nd year of Ascendancy at 21:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Kekw the Thalore Brawler level 10
6th Dusk 122nd year of Ascendancy at 19:03 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Kekw the Thalore Brawler level 20
8th Flare 123rd year of Ascendancy at 22:06 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Kekw the Thalore Brawler level 20
9th Flare 123rd year of Ascendancy at 05:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Kekw the Thalore Brawler level 7
3rd Mirth 122nd year of Ascendancy at 09:21 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Kekw the Thalore Brawler level 19
43rd Pyre 123rd year of Ascendancy at 22:16 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Kekw the Thalore Brawler level 15
20th Dusk 122nd year of Ascendancy at 12:09 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Kekw the Thalore Brawler level 20
9th Flare 123rd year of Ascendancy at 05:48 see stats
Log
Kekw is on fire!
Kekw's armour is damaged!
Melee retaliation hits Porolrana the multi-hued drake hatchling for 3 fire, 4 cold (6 total damage).
Porolrana the multi-hued drake hatchling hits Kekw for (14 flat reduction), 187 physical, (10 flat reduction), 0 fire (187 total damage).
Porolrana the multi-hued drake hatchling hits Multi-hued drake hatchling for 233 physical, 9 fire (243 total damage).
Melee retaliation hits Porolrana the multi-hued drake hatchling for 1 acid, 1 cold, 4 light (6 total damage).
Burning from Porolrana the multi-hued drake hatchling hits Kekw for (3 flat reduction), 0 fire (0 total damage).
Burning Shock from Porolrana the multi-hued drake hatchling hits Kekw for (14 flat reduction), 11 fire (11 total damage).
Melee retaliation hits Kekw for (4 flat reduction), 0 cold, (4 flat reduction), 0 fire (0 total damage).
Kekw hits Porolrana the multi-hued drake hatchling for 19 physical, 17 arcane, 2 fire (38 total damage).
Multi-hued drake hatchling uses Ice Claw.
Multi-hued drake hatchling resists!
Multi-hued drake hatchling misses Porolrana the multi-hued drake hatchling.
Multi-hued drake hatchling misses Kekw.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 69 cold damage.
Multi-hued drake hatchling hits Multi-hued drake hatchling for 69 cold damage.
Multi-hued drake hatchling hits Kekw for (14 flat reduction), 57 cold (57 total damage).
Melee retaliation hits Multi-hued drake hatchling for 4 fire, 5 cold (9 total damage).
Melee retaliation hits Multi-hued drake hatchling for 3 fire, 3 cold (6 total damage).
Burning from Porolrana the multi-hued drake hatchling hits Multi-hued drake hatchling for 3 fire damage.
Melee retaliation hits Multi-hued drake hatchling for 1 acid, 1 cold, 4 light (6 total damage).
Porolrana the multi-hued drake hatchling casts Draining Assault.
Porolrana the multi-hued drake hatchling misses Kekw.
Porolrana the multi-hued drake hatchling steals life from Kekw!
Porolrana the multi-hued drake hatchling hits Kekw for (14 flat reduction), 219 physical (219 total damage).
Melee retaliation hits Porolrana the multi-hued drake hatchling for 1 acid, 1 cold, 4 light (6 total damage).
Porolrana the multi-hued drake hatchling receives 48 healing from Kekw.
Kekw the level 20 thalore brawler was struck to death by Porolrana the multi-hued drake hatchling on level 1 of Ruined Dungeon.
Porolrana the multi-hued drake hatchling's weapon glows with critical power!
















































































































