












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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 UI Pack: Plumpkins! 1.6.0Cosmetic pack! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Krog |
Class | Wanderer |
Level / Exp | 18 / 74% |
Size | big |
Lifes / Deaths | Killed by Belulle the lesser vampire at level 18 on the 43rd Haze 122nd year of Ascendancy at 22:23 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 42 (base 34) |
Dexterity | 39 (base 36) |
Constitution | 28 (base 12) |
Magic | 13 (base 12) |
Willpower | 27 (base 12) |
Cunning | 24 (base 17) |
Resources
Life | -169/560 |
Steam | 100/100 |
Stamina | 158/228 |
Equilibrium | 25 |
Healing Factor | 1.2956298990388 |
Regeneration | 4.2107971718761 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 23.599459836163 |
See Invisible | 23.599459836163 |
Offense: Mainhand
Damage | 73 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 47 |
Crit Chance | 8% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 6.5 |
Crit Chance | 5% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +18% |
Light | +3% |
Temporal | +6% |
Nature | +6% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Darkness | +5% |
Light | +5% |
Physical | +15% |
Defense: Base
Armour (hardiness) | 45.5 (43.579428603723%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 23 |
Physical Save | 30 |
Spell Save | 26 |
Mental Save | 38 |
Defense: Resistances
Acid | + 32%( 70%) |
Blight | + 38%( 70%) |
Physical | + 2%( 70%) |
Cold | + 59%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Light | + 9%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 6%( 70%) |
Fire | + 3%( 70%) |
Nature | + 30%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 407% 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. |
Class Talents
Chronomancy / Stasis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Warcries | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom covenant | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Gestures | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost tinker (level 1 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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 black mamba head. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * '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.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +2 Cun +1 Con dps ---------- Mind.crit +4% Res.pen +5% light ----- def ----- Armour +3 Fatigue +2% Resists +3% light Phys.save +11 (+6 eff.) Mind.save +11 (+4 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Dex +3 Mag +1 Con ----- def ----- Max.HP +44.00 ---------- misc Light +3 Infravis +2 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. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +5% darkness ----- def ----- Armour +13 Fatigue +5% Resists +6% lightning +6% temporal +1% physical Phys.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Disrupt/Psionic While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% physical Acc +11 (+4 eff.) Apr +14 Melee Ret 6 physical ----- def ----- Armour +2 Fatigue +3% Resists +12% blight Spell.save +19 (+10 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.50 Max.stam +15.00 Unarmed combat: Power 115% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +22 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 On Hit: * 24% chance to slow global speed by 42% * 25% chance to reduce armor by 12% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to heal for 34. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.90 cold and 11.22 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +6% temporal Res.pen +25% blight ----- def ----- Resists +3% blight +6% temporal Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 2 temporal ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +1 Amulets make your neck look great! |
In main hand | ![]() 3.0 T2 waraxe 1H weapon [Random Unique] Master Power 142% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 10% chance to reduce armor by 12% * splashes acid on your target dealing 20 damage and reducing their armor While equipped: dps ---------- Dmg.mod +18% lightning One-handed war axes. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | ![]() 3.0 T1 waraxe 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature +16 cold On Hit.r1 +8 cold On Hit: * splashes acid on your target dealing 20 damage and reducing their armor While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +3% cold One-handed war axes. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +15 (+5 eff.) Dmg.mod +3% light ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +1% physical +11% cold Mind.save +3 (+2 eff.) ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Melee Ret 20 physical ----- def ----- Armour +21 Defense +2 (+1 eff.) Fatigue +13% Resists +3% blight +3% fire +6% mind +6% light Mind.save +26 (+9 eff.) A suit of armour made of mail. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.8 steam per turn. Can be activated for an instant burst of 24 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 117 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Con ----- def ----- Resists +3% fire Crit.chn- 5.00% ---------- misc Infravis +2 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 169 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Lck +4 Con dps ---------- Dmg.mod +3% cold Acc +13 (+5 eff.) ----- def ----- Defense +15 (+8 eff.) Resists +12% nature Unseen.red 24% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Res.pen +10% darkness +10% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +6% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% mind +6% cold Melee Ret 8 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Fatigue -5% Resists +1% physical ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon [Ego+] Nature Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +3 Mag +3 Wil +4 Cun +3 Con Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Rare] Arcane Power 99% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Atk.spd 100% Melee+ +6 light Against +8% Undead On Hit.r1 +12 physical While equipped: Stats +1 Str +1 Con dps ---------- Crit.mult +15.00% Dmg.mod +6% light Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Ego] Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Disrupt/Master Power 102% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +11% Unnatural While equipped: Stats +2 Wil dps ---------- Res.pen +5% physical Acc +6 (+2 eff.) Apr +7 Sharp, short and deadly. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane Power 113% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.pwr +7 (+4 eff.) Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Normal] Power 126% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Psionic Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 mind On Hit: * 20% chance to reduce all saves and defense by 17 While equipped: Stats +3 Cun +3 Wil Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon [Random Unique] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Dex dps ---------- Res.pen +20% all Acc +21 (+7 eff.) Apr +19 ----- def ----- Armour +4 Resists +9% lightning Crit.chn- 5.00% Mind.save +3 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +8 cold On Hit.r1 +4 cold While equipped: dps ---------- Phys.crit +3.0% Spell.pwr +10 (+4 eff.) Dmg.mod +9% cold Res.pen +25% cold Acc +9 (+3 eff.) Melee Ret 8 fire Longbows are used to shoot arrows at your foes. |
![]() 3.0 T1 longsword 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +4 temporal While equipped: Stats +6 Mag +9 Wil +6 Con dps ---------- Res.pen +15% temporal ----- def ----- Max.HP +20.00 Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego+] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+3 eff.) Apr +7 Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon [Ego+] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 lightning On Crit.r2 +21 lightning +7 cold While equipped: dps ---------- Mov.spd +26% Dmg.mod +10% lightning Res.pen +5% lightning +9% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Psionic Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +6 Cun +2 Str dps ---------- On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Crit.chn- 10.00% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 nature While equipped: Stats +1 Dex +1 Mag +2 Wil ----- def ----- Resists +6% nature ---------- misc Light +2 One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Normal] Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 1.0 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. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Dmg.mod +3% light Against +17% Summoned Melee Ret 2 nature ----- def ----- Resists +9% acid +3% fire +6% light D.Red.from +15% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.pwr +15 (+6 eff.) Phasing +10% Melee Ret 2 blight ----- def ----- Max.HP +31.00 ---------- misc Max.vim +10.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +6% acid +6% arcane +3% mind Res.pen +15% arcane ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +9% cold Res.pen +15% cold ----- def ----- Defense +1 (+1 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold Mind.save +3 (+2 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 10 fire Dmg.mod +7% fire ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +6% darkness +10% fire +6% mind +9% lightning Heal.mod +20% Unarmed combat: Power 117% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 fire On Hit: 10% Fire Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 89% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 32.40 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% light +6% cold Res.pen +5% mind Acc +11 (+4 eff.) Melee Ret 2 cold ----- def ----- Armour +1 Fatigue +1% Resists +12% cold ---------- misc Light +1 Unarmed combat: Power 96% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +3% mind Res.pen +10% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +6% darkness +12% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Dex ----- def ----- Defense +1 (+1 eff.) Resists +3% acid +6% darkness Spell.save +9 (+5 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.70 Hate/ret +0.90 See.Invis +6 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +5% cold ---------- misc Infravis +1 Breathe water A hat made of leather. Very stylish. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +1 Wil +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% mind +9% fire Apr +5 Melee Ret 2 mind ----- def ----- Armour +1 Fatigue +1% Resists +3% mind A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +1 Mag dps ---------- Res.pen +5% lightning +5% light ----- def ----- Armour +1 Fatigue +1% Resists +6% light +7% cold ---------- misc Breathe water A cap made of leather. |
![]() 2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: dps ---------- Res.pen +10% mind Melee Ret 2 mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid +6% physical +6% mind +16% cold Phys.save +11 (+6 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +6 Cun +1 Dex ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +9% fire +6% physical Phys.save +11 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +11% nature +12% blight A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +20.00% Acc +15 (+5 eff.) Apr +2 On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +9 Fatigue +22% Resists +19% fire A suit of armour made of metal plates. |
![]() 17.0 T2 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Dmg.mod +18% cold ----- def ----- Armour +9 Fatigue +22% Max.HP +32.00 ---------- misc See.Invis +9 A suit of armour made of metal plates. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 111% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +88 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 214 physical damage over 5 turns (1/turn) ----- def ----- Armour +5 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Wil +3 Cun dps ---------- Dmg.mod +6% nature Acc +15 (+5 eff.) ----- def ----- Resists +10% nature +3% lightning Die.at -20.00 life ---------- misc Equi/ret +0.08 Max.hate +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Mag +3 Wil dps ---------- Dmg.mod +6% nature +9% cold Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 12% ----- def ----- Resists +10% nature Crit.chn- 5.00% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% fire ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Max.psi +40.00 Light +5 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. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 39.15 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 39.15 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Rare] Nature Power 112% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Ranged+ +9 lightning +20 fire +8 nature On Hit.r1 +16 nature On Crit.r2 +6 lightning +16 nature On Hit: * 20% chance to slow global speed by 42% Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Thathare the Krog Wanderer level 16
6th Haze 122nd year of Ascendancy at 01:15 see stats
By Thathare the Krog Wanderer level 10
2nd Summertide 122nd year of Ascendancy at 12:39 see stats
By Thathare the Krog Wanderer level 10
3rd Summertide 122nd year of Ascendancy at 05:01 see stats
By Thathare the Krog Wanderer level 18
43rd Haze 122nd year of Ascendancy at 05:09 see stats
Log
Thathare performs a melee critical strike against Belulle the lesser vampire!
Thathare hits Belulle the lesser vampire for (10 flat reduction), 34 physical, (10 flat reduction), 0 acid, (9 flat reduction), 0 acid, (10 flat reduction), 5 physical, (1 flat reduction), 0 nature, (2 flat reduction), 0 cold, (10 flat reduction), 0 acid, (1 flat reduction), 0 cold, (9 flat reduction), 0 acid (39 total damage).
Grappling hits Thathare for 2 physical, 0 physical, 0 physical, 0 physical (2 total damage).
Talent Track is ready to use.
Talent Antimagic Zone is ready to use.
Talent Whirlwind is ready to use.
Grappled from Belulle the lesser vampire hits Thathare for 19 physical damage.
Belulle the lesser vampire throws two quick punches.
Belulle the lesser vampire performs a melee critical strike against Thathare!
Belulle the lesser vampire hits Thathare for 31 physical, 2 fire, 51 physical, 2 fire (86 total damage).
Grappling hits Thathare for 0 physical, 0 physical (0 total damage).
Melee retaliation hits Belulle the lesser vampire for (1 flat reduction), 0 temporal, (10 flat reduction), 2 physical, (1 flat reduction), 0 temporal, (10 flat reduction), 2 physical (3 total damage).
Thathare misses Belulle the lesser vampire.
Thathare hits Belulle the lesser vampire for (10 flat reduction), 6 physical, (1 flat reduction), 0 nature, (3 flat reduction), 0 cold, (10 flat reduction), 2 acid, (1 flat reduction), 0 cold, (10 flat reduction), 1 acid (9 total damage).
Grappling hits Thathare for 0 physical, 0 physical, 0 physical (1 total damage).
Talent Flurry is ready to use.
Grappled from Belulle the lesser vampire hits Thathare for 19 physical damage.
Belulle the lesser vampire speeds up.
Belulle the lesser vampire is not stunned anymore.
Belulle the lesser vampire uses Take Down.
Thathare is recovering from the damage!
Thathare is free from the grapple.
Belulle the lesser vampire has released the hold.
Thathare hits Belulle the lesser vampire for (10 flat reduction), 23 physical, (10 flat reduction), 2 acid, (10 flat reduction), 1 acid, (10 flat reduction), 3 physical, (1 flat reduction), 0 nature, (3 flat reduction), 0 cold, (10 flat reduction), 2 acid, (1 flat reduction), 0 cold, (10 flat reduction), 1 acid (31 total damage).
Melee retaliation hits Belulle the lesser vampire for (1 flat reduction), 0 temporal, (10 flat reduction), 2 physical (2 total damage).
Grappling hits Thathare for 1 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical, 0 physical (2 total damage).
Belulle the lesser vampire hits Thathare for 80 physical, 4 fire, 450 physical (534 total damage).
Thathare the level 18 krog wanderer was pierced to death by Belulle the lesser vampire on level 2 of The Maze.