












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Doombringer Destroyer Reskin 1.7.6This allows Doombringers to select a different Destroyer form than just the Champion of Uhr'rok. Nothing against the Champ, but maybe some characters wanna look a little different when they hulk out. Now, the Destroyer can use any of the various demonic appearances, or even a number of non-demonic forms: a faeros of one size or another, a phoenix, and quite a bit more. Even dragons! (Wyrmics, you had your chance.) The text of Destroyer has been very slightly tweaked to reflect the more general and/or personal effect. I mostly aimed to include fire-elemental stuff, given the class, but there are some selections that don't really slot into either "demon" or "fire" — i.e., if you wanna morph into a big sandworm, that's also cool. There are two ways to configure this addon, both only visible to Doombringers:
I suspect the chosen setting will likely also impact the temporary Destroyer mode granted randomly by demon statues, too, though that's one thing I haven't tested. This addon has no mechanical component; it's purely cosmetic. It is also very easy to fork and extend, if desired; just add a new entry — a name and a filename — to the Width-variant tiles are not currently supported. --- CHANGELOG:
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:
Staff of Bones Fix 1.7.0An experimental addon that attempts to clean up behind a long-standing bug with the Staff of Bones from the Forbidden Cults DLC (required). Should work preemptively or retroactively. Frequently Asked Questions: Also available as part of the Bugnibus Bugfix Pack. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 22 / 74% |
| Size | medium |
| Lifes / Deaths | Killed by Poluwen the white ooze at level 19 on the 1st Iron 123rd year of Ascendancy at 18:14 2 / 4Killed by Xerulaith the king cobra at level 22 on the 30th Iron 123rd year of Ascendancy at 12:59 Killed by Islaldath the rogue at level 22 on the 30th Iron 123rd year of Ascendancy at 17:45 Killed by Rejner at level 22 on the 30th Iron 123rd year of Ascendancy at 17:50 |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 8 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 50 (base 43) |
| Willpower | 49 (base 39) |
| Cunning | 22 (base 12) |
Resources
| Life | 713/713 |
| Mana | 485/485 |
| Equilibrium | 0 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 0.28864428766362 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 52 |
| Crit Chance | 11% |
| APR | 1 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +14% |
| Lightning | +6% |
| Mind | +18% |
| Arcane | +3% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +21% |
| Fire | +10% |
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 51.413408721348 (65.897138898113%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 25 |
| Physical Save | 42 |
| Spell Save | 55 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 5%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 34%( 70%) |
| All | 0%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 46%( 70%) |
| Temporal | + 12%( 70%) |
| Fire | + 51%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 257 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 69 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 664% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Spell / Eldritch shield | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed red crystal shard. | 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 within | active |
Equipment
| On feet | Prismzeal the pair of dwarven-steel boots (8 def, 7 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +8 (+4 eff.) Fatigue: +3% Effects on melee hit: * 10% chance to slow global speed by 54% Changes stats: +3 Con / +3 Wil Changes resistances: +5% acid / +3% temporal / +9% light / +8% fire / +8% cold / +11% lightning Changes resistances penetration: +6% physical Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Skysweeper the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 10 lightning Changes resistances: +3% lightning / +9% fire / +11% cold Changes resistances penetration: +10% fire / +15% cold Changes damage: +6% lightning Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Cyreta (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Armour: +4 Fatigue: +3% Damage (Melee): 8 light Changes resistances: +7% light / +6% blight Changes damage: +4% light Critical mult.: +5.00% Physical save: +6 (+2 eff.) Spell save: +9 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Spell crit. chance: +11% Mental crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | overpowered steel torque of psionic shield [power 79] (25/29 cooldown) =charm=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 79 for 5 turns Activation puts all charms on cooldown for 29 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | BelakanInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Changes resistances: +9% temporal / +24% fire Changes resistances penetration: +15% physical Changes damage: +12% fire Critical mult.: +5.00% Only die when reaching: -60.00 life Rings make your fingers look great! |
| On fingers | copper citrine ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Cun / +2 Mag Spellpower: +6 (+2 eff.) Light radius: +4 Infravision radius: +4 Rings make your fingers look great! |
| Around neck | BoryhorPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +12% mind Changes damage: +3% arcane Physical save: +11 (+4 eff.) Spell save: +16 (+5 eff.) Mental save: +12 (+4 eff.) Confusion immunity: +20% Mana each turn: +0.11 Mana when firing critical spell: +1.00 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +64.00 Amulets make your neck look great! |
| In main hand | Coral Spray (8 def, 8 armour, 117% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 117% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
| In off hand | Gunadan (0 def, 12 armour, 135% power, 139.5 block)Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 136% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +140 On weapon hit: * 20% chance to reduce armor by 30% When wielded/worn: Armour: +12 Fatigue: +8% Changes stats: +2 Str Changes damage: +15% acid Talent granted: +1 Block Only die when reaching: -40.00 life Maximum psi: +40.00 Handheld deflection devices. |
| Cloak | Xovea the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +21 (+6 eff.) Defense: +2 (+1 eff.) Fatigue: -7% Changes stats: +4 Cun Changes damage: +18% mind Psi when hit: +0.16 Maximum life: +69.00 Maximum stamina: +21.00 Maximum psi: +20.00 Mindpower: +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zanarand the steel mail armour (7 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +7 (+4 eff.) Fatigue: +12% Changes stats: +3 Cun / +4 Wil Changes resistances: +15% lightning / +5% arcane Spell save: +12 (+4 eff.) Mental save: +11 (+4 eff.) Only die when reaching: -20.00 life Mindpower: +10 (+4 eff.) A suit of armour made of mail. |
Inventory
Abysstrial =neglife=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +3 Str / +3 Con Changes resistances: +22% fire Changes resistances penetration: +5% fire Changes damage: +11% fire Only die when reaching: -40.00 life Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+4 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.elm vilestaff of channeling (100% power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Mana each turn: +0.13 Spellpower: +12 (+4 eff.) Spell crit. chance: +1% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.ash vilestaff (111% power, 3 apr, fire element) Requires: - Magic 16 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 111% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent yew vilestaff (127% power, 4 apr, acid element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 127% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +24% acid Talent granted: +1 Command Staff Spellpower: +12 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.truestriking dwarven-steel greatmaul of erosion (151% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +16 nature When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +10 Changes resistances penetration: +7% physical Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword of rage (127% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +3 Str Changes damage: +8% physical Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.iron mace 'Aeratir' (105% power, 2 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 2) on crit: +9 lightning / +9 cold When wielded/worn: Armour penetration: +3 Defense: +15 (+8 eff.) Damage when hit (Melee): 8 physical Changes resistances penetration: +5% lightning / +6% cold Mental save: +6 (+2 eff.) Hate when firing a critical mind attack: +1.00 Maximum psi: +30.00 Mindpower: +5 (+2 eff.) Movement speed: +23% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Porudalle the dwarven-steel mace (133% power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 134% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +14 darkness Damage against: +8% Living When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Str / +4 Dex Critical mult.: +15.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel mace 'Glitterwhisper' (142% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Power: 142% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +11 (+3 eff.) Armour penetration: +7 Physical crit. chance: +5.0% Damage when hit (Melee): 6 light Changes stats: +3 Str / +2 Wil Changes damage: +7% physical Critical mult.: +25.00% Mental save: +6 (+2 eff.) Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.balanced dwarven-steel waraxe of crippling (124% power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +8 (+2 eff.) Physical crit. chance: +7.0% Defense: +7 (+4 eff.) Disarm immunity: +21% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.slime-covered dwarven-steel waraxe (118% power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 119% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 10% chance to slow global speed by 54% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.mighty hardened leather sling of cunning (+1) Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +1 Str / +4 Cun Changes resistances penetration: +6% physical Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.hateful pouch of steel shots of paradox (10/17, 122% power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Power: 122% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +4.5% Capacity: 17 On weapon hit: * 7% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +8 temporal / +8 darkness Damage against: +11% Living Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Getyleneg (0 def, 16 armour, 111% power, 58.5 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 111% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +58 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +16 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 3 lightning Changes stats: +7 Con Changes damage: +6% physical Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.coruscating dwarven-steel shield of crushing (0 def, 6 armour, 141% power, 89.5 block) Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 142% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +90 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 fire When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+3 eff.) Armour: +6 Fatigue: +8% Damage when hit (Melee): 3 fire Changes stats: +2 Str Changes resistances: +12% fire Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.icy dwarven-steel shield of winter (0 def, 6 armour, 138% power, 84 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 139% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 Damage (Melee): +15 cold When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 10 cold Damage when hit (Melee): 5 ice On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +13% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.reinforced dwarven-steel shield of cold resistance (+17%) (0 def, 7 armour, 138% power, 102 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +102 When wielded/worn: Armour: +7 Fatigue: +8% Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Durivor the Chargebearer (15 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +4.0% Defense: +15 (+8 eff.) Changes resistances: +19% acid / +12% cold / +11% all Changes resistances penetration: +10% lightning Changes damage: +13% acid Only die when reaching: -80.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe of nature (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +18% nature / +11% all Changes damage: +12% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant cashmere robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all Changes damage: +17% nature Poison immunity: +20% Disease immunity: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.silk robe of the mountain (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all / +18% physical Changes damage: +18% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.enlightening hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +5 Cun / +4 Wil Mental save: +13 (+4 eff.) Life regen: +2.00 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +20% acid / +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour of clarity (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes stats: +4 Cun / +4 Wil Changes resistances: +5% mind Mental save: +28 (+9 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+2 eff.) Fatigue: +12% Changes resistances: +18% fire Life regen: +2.00 Stamina each turn: +1.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Blizzardtyphoon the cashmere cloak (17 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +17 (+9 eff.) Changes stats: +4 Cun / +2 Wil Changes resistances penetration: +25% cold Changes damage: +6% cold Maximum stamina: +30.00 Mental crit. chance: +7% 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.hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +9 Physical power: +4 (+1 eff.) Armour: +2 Changes resistances: +6% blight Spell save: +13 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Arodig the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +2 Fatigue: +3% Damage when hit (Melee): 4 blight Changes stats: +4 Str / +2 Mag Changes resistances penetration: +15% blight Spell save: +9 (+3 eff.) Mana each turn: +0.28 Spellpower on spell critical (stacks up to 3 times): +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.starseer's cashmere wizard hat of the Brotherhood (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +3 Con Changes damage: +5% temporal / +3% light / +5% physical / +8% arcane / +3% darkness Activating this item is instant. It can be used to activate talent Arcane Eye, placing all other charms into a 9 cooldown : Effective talent level: 5.0 Power cost: 9 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +10% cold Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tooth of the Mouth (dig speed 12 turns) =dig=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 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. |
Eremykalthosin the steel torque of mindblast [power 160] (25/13 cooldown) =charm=Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +6% fire Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+2 eff.) It can be used to blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Murkwinter the steel torque of gale force [power 155] (25/13 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances penetration: +5% mind Changes damage: +6% nature / +3% mind It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 33% for 2 turns. * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Eryndur the dwarven-steel torque of clear mind [power 2] (25/22 cooldown) =charm=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances penetration: +25% mind Critical mult.: +20.00% Mental save: +9 (+3 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.Zanikalthodin the dwarven-steel torque of mindblast [power 240] (25/13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Effects on melee hit: * 10% chance to reduce armor by 30% Changes stats: +4 Dex Changes resistances: +6% blight Stun/Freeze immunity: +20% Life regen: +2.00 Healing mod.: +10% It can be used to blast the opponent's mind dealing 283 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
Chalirantir the Ravenvengeance [power 110] (25/13 cooldown) =charm=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +5% acid Changes damage: +18% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 13 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Yvolema [power 225] (25/22 cooldown) =charm=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Changes resistances: +3% cold Changes damage: +3% mind Equilibrium when hit: +0.20 Only die when reaching: -40.00 life Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 605 Base Damage: 276 Armor: 14 All Resist: 13 Activation puts all charms on cooldown for 22 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Rejner the Dwarf Stone Warden level 21
15th Iron 123rd year of Ascendancy at 04:59 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Rejner the Dwarf Stone Warden level 10
19th Dearth 122nd year of Ascendancy at 14:43 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Rejner the Dwarf Stone Warden level 20
1st Iron 123rd year of Ascendancy at 23:16 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Rejner the Dwarf Stone Warden level 6
18th Voratun 122nd year of Ascendancy at 16:05 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Rejner the Dwarf Stone Warden level 17
21st Shortage 122nd year of Ascendancy at 17:50 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Rejner the Dwarf Stone Warden level 10
20th Dearth 122nd year of Ascendancy at 08:22 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Rejner the Dwarf Stone Warden level 6
3rd Acquisition 122nd year of Ascendancy at 14:39 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Rejner the Dwarf Stone Warden level 18
26th Shortage 122nd year of Ascendancy at 00:54 see stats
Utterly Destroyed (Insane (Adventure) difficulty)
Died on the Eidolon Plane.By Rejner the Dwarf Stone Warden level 22
30th Iron 123rd year of Ascendancy at 17:50 see stats
Log
Rejner uses overpowered steel torque of psionic shield!
Rejner resists the knockback!
Islaldath the rogue's defensive darkness area effect hits Rejner for (69 flat reduction), 0 darkness (0 total damage).
Islaldath the rogue's prismatic repulsion area effect hits Rejner for (7 flat reduction), 0 light, (20 flat reduction), 0 darkness (0 total damage).
Islaldath the rogue's light area effect hits Rejner for (42 flat reduction), 0 light (0 total damage).
Giant ice ant is seized by a stone vine.
Talent Eldritch Fury is ready to use.
Deadly Poison from Emelaldaldarin the thief hits Rejner for (15 flat reduction), 0 nature (0 total damage).
Stone Vine from Rejner hits Islaldath the rogue for 13 nature, 6 arcane (19 total damage).
Rejner casts Eldritch Blow.
Islaldath the rogue resists the effect 'Stunned'!
Rejner uses Block.
Islaldath the rogue casts Circle of Sanctity.
Islaldath the rogue's spell attains critical power!
Melee retaliation hits Rejner for (33 flat reduction), 0 darkness, (33 flat reduction), 0 darkness (0 total damage).
Rejner hits Islaldath the rogue for 82 arcane, 11 cold, 9 light, 10 arcane, 17 light, 44 arcane, 5 light, 6 arcane, 10 light (194 total damage).
Islaldath the rogue casts Moonlight Ray.
Islaldath the rogue hits Rejner for (188 blocked), (105 flat reduction), 21 darkness (21 total damage).
Rejner the level 22 dwarf stone warden was shadowed to death by Islaldath the rogue on level 1 of The Maze.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Islaldath the rogue killed Rejner!
Saving game...
Saving done.
Talent Infusion: Healing is ready to use.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!





















































































