










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 25 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Yvolrawen the giant fire ant at level 25 on the 10th Regrowth 123rd year of Ascendancy at 06:47 / 1 |
Primary Stats
| Strength | 62 (base 55) |
| Dexterity | 9 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 58 (base 49) |
| Willpower | 14 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -169/712 |
| Positive | 40/122 |
| Paradox | 300 |
| Hate | 88/100 |
| Healing Factor | 1.2070588855781 |
| Regeneration | 5.1300002637068 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.7763568394003E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 106 |
| Accuracy | 42 |
| Crit Chance | 30% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 31% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +3% |
| Cold | +15% |
| Mind | +12% |
| Blight | +6% |
| Arcane | +3% |
| Fire | +27% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +15% |
| Light | +20% |
| Blight | +10% |
| Physical | +9% |
| Fire | +10% |
Defense: Base
| Armour (hardiness) | 18.413408721348 (65.897138898113%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 15 |
| Physical Save | 27 |
| Spell Save | 28 |
| Mental Save | 20 |
Defense: Resistances
| Cold | + 26%( 70%) |
| Acid | + 9%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 7%( 70%) |
| Mind | + 3%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 28%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 67% |
| Teleport Resistance | 10% |
| Pinning Resistance | 20% |
| Disarm Resistance | 14% |
| Instadeath Resistance | 100% |
| Blind Resistance | 43% |
Inscriptions (4/4)
| 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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 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. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 6 times. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 803% 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
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Darkside | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 3/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Dark Sun | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Isudhevena the blue ooze. Escort: injured seer (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Ivotira the bee swarm. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 have explored the Maze and vanquished the Horned Horror. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 red crystal shard. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gorevein the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 43% Changes stats: +1 Wil Changes resistances penetration: +10% blight Changes damage: +3% arcane / +9% fire Maximum encumbrance: +21 Physical save: +6 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. |
| Light source | alchemist's lamp 'Firebrawn'Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 25 fire Changes resistances: +6% cold / +20% fire / +7% temporal Changes damage: +18% fire Light radius: +4 Defense after a teleport: +12 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Stormsting (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Con Changes resistances: +3% acid / +12% lightning Reduces incoming crit damage: 15.00% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Emyminor [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Pinning immunity: +20% Stun/Freeze immunity: +20% Teleport immunity: +10% Only die when reaching: -20.00 life Maximum life: +20.00 It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
| On fingers | copper ring 'Cinderkiller'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances penetration: +10% fire Critical mult.: +20.00% Blindness immunity: +23% Only die when reaching: -20.00 life Maximum stamina: +10.00 Infravision radius: +4 See stealth: +7 See invisible: +6 Rings make your fingers look great! |
| Around waist | Ivodaba the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +15 (+9 eff.) Changes resistances: +8% fire / +5% cold Mental save: +12 (+6 eff.) Blindness immunity: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
| In main hand | Glacieroblivion the dwarven-steel battleaxe (44-65 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 43.5 - 65.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Damage (Melee): +4 arcane Damage (radius 2) on crit: +8 arcane When wielded/worn: Physical power: +12 (+3 eff.) Changes stats: +5 Con Changes resistances penetration: +9% physical Changes damage: +15% cold Disarm immunity: +14% Massive two-handed battleaxes. |
| On hands | Kheluhad the Gleampower (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical crit. chance: +7.0% Armour: +2 Fatigue: +3% Changes stats: +5 Wil Changes resistances: +6% acid Changes resistances penetration: +5% light Changes damage: +12% mind Critical mult.: +9.00% Maximum psi: +30.00 Spell crit. chance: +10% Mental crit. chance: +11% When used to modify unarmed attacks: Base power: 22.5 - 31.5 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 83% When this weapon crits: Cripple (20% chance level 3). Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Batogas the steel mail armour (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +12% Changes resistances: +15% cold / +3% mind / +6% light Changes damage: +6% acid Life regen: +2.00 Maximum life: +74.00 Healing mod.: +12% A suit of armour made of mail. |
| Cloak | Isytira the Skykiller (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Str / +4 Mag / +1 Con Changes damage: +3% lightning / +6% blight Spellpower on spell critical (stacks up to 3 times): +2 Spell crit. chance: +3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Alyndil the GlowrazorInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 43% Changes resistances: +12% lightning / +15% light Changes resistances penetration: +15% lightning / +15% light Stun/Freeze immunity: +27% Light radius: +2 Amulets make your neck look great! |
Inventory
regeneration infusion of the wizard (heal 400; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 400 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 237; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 unleash a cone dealing 237.29 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aerata the voratun amuletInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Changes stats: +4 Wil Changes resistances: +23% mind Changes resistances cap: +7% all Changes damage: +9% mind Critical mult.: +10.00% Physical save: +18 (+9 eff.) Mental save: +11 (+6 eff.) Confusion immunity: +62% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Mindpower: +12 (+6 eff.) Mental crit. chance: +2% Amulets make your neck look great! |
insulating steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +12% fire / +10% cold Amulets make your neck look great! |
warrior's gold amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +7% physical Stamina each turn: +0.40 Amulets make your neck look great! |
Obsidianvile the steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 8 darkness Changes stats: +8 Cun / +5 Wil Mindpower: +6 (+3 eff.) Mental crit. chance: +5% Infravision radius: +3 Rings make your fingers look great! |
plaguebringer's dwarven-steel battleaxe of crippling (30-44 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 29.5 - 44.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 14% chance to reduce strength, dexterity, and constitution by 21 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +12 blight When wielded/worn: Physical crit. chance: +9.0% Disease immunity: +17% Massive two-handed battleaxes. |
mossy mindstar 'Cyrylena' (3-3 power, 12 apr, nature damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes stats: +3 Wil Changes resistances: +6% acid Changes resistances penetration: +5% acid Talent granted: +1 Attune Mindstar Spell save: +2 (+1 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew vilestaff 'Keleg' (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 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 stats: +10 Con Changes resistances: +12% acid Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +12.00% Knockback immunity: +10% Life regen: +1.70 Spellpower: +20 (+7 eff.) Spell crit. chance: +10% Healing mod.: +38% Staves designed for wielders of magic, by the greats of the art. |
Obsidianwrest the iron waraxe (12-17 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 nature / +4 darkness Damage (radius 2) on crit: +4 darkness When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 15% One-handed war axes. |
Purebraid the dwarven-steel waraxe (29-41 power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Base power: 29.0 - 40.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 31% Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +16 (+6 eff.) Defense: +13 (+8 eff.) Changes resistances penetration: +10% nature Changes damage: +3% acid Disarm immunity: +41% One-handed war axes. |
Tuludas the voratun waraxe (38-53 power, 6 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Curse of Vulnerability (20% chance level 5). Damage (Melee): +8 blight Damage (radius 1) on hit: +11 fire When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +12 Changes resistances: +5% arcane Changes resistances penetration: +9% physical Changes damage: +9% blight Critical mult.: +10.00% Spell save: +3 (+1 eff.) Spell crit. chance: +1% One-handed war axes. |
steel waraxe of enduring (10-15 power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes stats: +7 Con / +7 Wil Maximum life: +12.00 One-handed war axes. |
Huroldil the SepsiscastInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +10 (+6 eff.) Changes stats: +2 Con Changes resistances: +9% nature Changes damage: +6% physical Maximum life: +33.00 Maximum stamina: +10.00 A belt that goes around your waist. |
ShineobsidianInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +4 Wil / +4 Cun Changes resistances: +12% lightning / +3% light Changes resistances penetration: +20% light / +15% cold Changes damage: +6% lightning Physical save: +13 (+6 eff.) Spell save: +15 (+7 eff.) Mental save: +15 (+8 eff.) A belt that goes around your waist. |
ShockcutInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Str / +3 Dex / +10 Wil / +2 Cun Changes damage: +9% mind / +6% lightning Physical save: +13 (+6 eff.) Spell save: +10 (+5 eff.) Mental save: +22 (+11 eff.) A belt that goes around your waist. |
focusing woollen robe of the mountain (+12%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +4 Mag / +4 Wil Changes resistances: +9% all / +12% physical Changes damage: +12% physical Mana each turn: +0.12 Psi each turn: +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +9% all Changes damage: +5% nature Poison immunity: +22% Disease immunity: +22% Life regen: +1.90 Maximum life: +49.00 Healing mod.: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blazerend (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Changes stats: +6 Str / +6 Con Changes resistances: +8% fire / +10% cold Changes damage: +6% blight / +7% physical / +12% lightning Maximum encumbrance: +38 Physical save: +9 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +60.00 Spellpower: +10 (+3 eff.) Size category: +1 A pair of boots made of leather. |
Deloran (0 def, 11 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+3 eff.) Armour: +11 Changes stats: +1 Con Changes resistances: +6% lightning / +7% temporal Changes damage: +6% physical A pair of boots made of leather. |
Noonshaper (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Damage when hit (Melee): 10 mind Changes stats: +3 Wil Changes resistances: +6% light / +6% mind Changes damage: +3% mind Mindpower: +5 (+2 eff.) Infravision radius: +2 A pair of boots made of leather. |
Sunnull (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Str / +3 Mag / +3 Wil / +3 Con Changes resistances: +3% temporal Changes resistances penetration: +15% fire Changes damage: +9% fire Mana each turn: +0.19 Maximum mana: +27.00 Spellpower: +6 (+2 eff.) Spell crit. chance: +3% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Vorulrakira (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce armor by 31% Changes stats: +3 Wil / +3 Cun / +5 Con Reduces incoming crit damage: 10.00% Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) A pair of boots made of leather. |
Anudor the Sunpython (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +2 Changes resistances: +3% temporal Changes resistances penetration: +20% light Changes damage: +6% lightning / +12% light Physical save: +7 (+3 eff.) Mental save: +7 (+4 eff.) Disarm immunity: +32% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 17.0 - 18.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Perfect Control (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cyrykira the Hellsvengeance (0 def, 2 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 10 acid Changes resistances: +7% acid / +3% temporal Changes resistances penetration: +15% fire Changes damage: +5% acid Spell save: +3 (+1 eff.) Disease immunity: +10% Maximum life: +100.00 When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Corrosive Breath (10% chance level 3). Damage (radius 2) on crit: +8 acid Metal gloves protecting the hands up to the middle of the lower arm. |
Iselaith the iron gauntlets (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +7 Fatigue: +1% Changes stats: +3 Dex Changes resistances: +6% darkness Only die when reaching: -20.00 life Maximum life: +60.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Isetta (0 def, 2 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 10% chance to reduce all saves and defense by 17 Damage (Melee): 6 fire Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +5% fire Changes damage: +6% fire Life regen: +8.00 Stamina each turn: +1.60 Maximum mana: +40.00 Maximum stamina: +31.00 When used to modify unarmed attacks: Base power: 20.0 - 28.0 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 83% When this weapon hits: Nightmare (20% chance level 3). When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Nemira the Brandblow (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 fire Changes stats: +3 Dex / +9 Wil Mana when firing critical spell: +2.00 Damage Shield penetration: +20% A cap made of leather. |
Gemina the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Str / +5 Dex Changes resistances penetration: +5% physical Pinning immunity: +20% Teleport immunity: +20% A cap made of leather. |
Mucussteel the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +5% cold Changes resistances penetration: +5% mind Allows you to breathe in: water Critical mult.: +15.00% Mental save: +3 (+2 eff.) Mindpower: +20 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shadowsmasher the cashmere wizard hat (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +5 Str / +4 Wil / +4 Cun / +4 Con Changes resistances: +6% darkness Physical save: +5 (+2 eff.) Light radius: +3 Infravision radius: +1 A pointy cloth hat, very wizardly... |
Armarin (3 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +31 (+8 eff.) Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +6 Con Changes damage: +6% physical Critical mult.: +12.00% Stamina each turn: +3.00 Maximum stamina: +20.00 A suit of armour made of leather. |
enlightening cured leather armour of stability (6 def, 4 armour)Requires: - Strength 14 Crafted by a master Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+4 eff.) Fatigue: +7% Changes stats: +4 Cun / +5 Wil Changes resistances: +5% physical Physical save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A suit of armour made of leather. |
enlightening hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+6 eff.) Fatigue: +8% Changes stats: +5 Cun / +5 Wil Mental save: +13 (+7 eff.) A suit of armour made of leather. |
enlightening steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% acid / +7% physical / +7% fire / +7% lightning / +7% cold Talent cooldown: Rush (-5 turns) Mental save: +11 (+6 eff.) Disarm immunity: +20% Stun/Freeze immunity: +22% Knockback immunity: +20% A suit of armour made of metal plates. |
steel plate armour of the dragon (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes resistances: +5% acid / +6% physical / +5% cold / +5% lightning / +6% fire Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +23% Knockback immunity: +23% A suit of armour made of metal plates. |
reinforced voratun shield (0 def, 13 armour, 230 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +13 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
Dairagund the Viperkill (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str / +2 Mag / +3 Con Changes resistances penetration: +25% nature Changes damage: +12% fire Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Demonbreacher the iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +1 Cun / +2 Con Changes resistances: +12% cold Changes damage: +3% darkness Maximum life: +21.00 Maximum stamina: +17.00 Light radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +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. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 116.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 116.32 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. |
brass lantern 'Glorama'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +1 Effects on melee hit: * 20% chance to reduce armor by 31% Damage when hit (Melee): 12 fire Changes resistances: +6% fire Changes damage: +6% acid Stamina each turn: +1.00 Only die when reaching: -40.00 life Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of focusInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Sunny the Ogre Sun Paladin level 20
69th Haze 122nd year of Ascendancy at 20:31 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sunny the Ogre Sun Paladin level 20
16th Haze 122nd year of Ascendancy at 21:03 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sunny the Ogre Sun Paladin level 21
79th Haze 122nd year of Ascendancy at 20:24 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sunny the Ogre Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 12:00 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sunny the Ogre Sun Paladin level 20
4th Haze 122nd year of Ascendancy at 18:05 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Sunny the Ogre Sun Paladin level 20
25th Haze 122nd year of Ascendancy at 21:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sunny the Ogre Sun Paladin level 19
4th Haze 122nd year of Ascendancy at 12:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sunny the Ogre Sun Paladin level 9
6th Mirth 122nd year of Ascendancy at 09:01 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Sunny the Ogre Sun Paladin level 20
69th Haze 122nd year of Ascendancy at 22:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sunny the Ogre Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 14:19 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sunny the Ogre Sun Paladin level 20
68th Haze 122nd year of Ascendancy at 15:48 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sunny the Ogre Sun Paladin level 21
80th Haze 122nd year of Ascendancy at 01:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sunny the Ogre Sun Paladin level 16
64th Dusk 122nd year of Ascendancy at 09:22 see stats
Log
Sunny casts Doom Spiral.
Sunny misses Yvolrawen the giant fire ant.
Yvolrawen the giant fire ant slows down.
Melee retaliation hits Sunny for (7 absorbed), 0 arcane, (10 absorbed), 0 mind (0 total damage).
Weapon of Wrath hits Yvolrawen the giant fire ant for (5 to psi shield), 7 physical, 133 fire (140 total damage).
Sunny hits Yvolrawen the giant fire ant for (21 parried), (63 to psi shield), 94 physical, (0 to psi shield), 0 physical, 3 arcane, (0 to psi shield), 1 physical, 11 light (110 total damage).
Your shield crumbles under the damage!
The shield around Sunny crumbles.
Talent Suncloak is ready to use.
Yvolrawen the giant fire ant damages himself through Martyrdom!
Melee retaliation hits Yvolrawen the giant fire ant for (1 to psi shield), 1 physical, 25 fire (26 total damage).
Sunny hits Yvolrawen the giant fire ant for (1 to psi shield), 2 physical, (0 to psi shield), 0 physical, 0 fire, (0 to psi shield), 0 physical, (1 to psi shield), 1 physical, (1 to psi shield), 1 physical (5 total damage).
Bleeding from Yvolrawen the giant fire ant hits Sunny for 24 physical damage.
Yvolrawen the giant fire ant's Beyond the Flesh hits Sunny for (25 absorbed), 29 physical, 4 fire, 5 physical, 23 physical (60 total damage).
Yvolrawen the giant fire ant activates his shadowy steel ring!
Yvolrawen the giant fire ant performs a melee critical strike against Sunny!
Sunny is cut deeply.
Yvolrawen the giant fire ant damages himself through Martyrdom!
Yvolrawen the giant fire ant HEALS from nature damage!
Melee retaliation hits Yvolrawen the giant fire ant for (1 to psi shield), 1 physical, 25 fire, (1 to psi shield), 1 physical, 25 fire (53 total damage).
Sunny hits Yvolrawen the giant fire ant for (5 to psi shield), 8 physical, (0 to psi shield), 0 physical, (0 to psi shield), 0 nature, (0 to psi shield), 0 physical, 0 fire, (0 to psi shield), 0 physical, (1 to psi shield), 1 physical, (3 to psi shield), 4 physical, (0 to psi shield), 0 physical, 0 darkness, (0 to psi shield), 0 physical, 0 fire, (0 to psi shield), 0 physical, (1 to psi shield), 1 physical (17 total damage).
Yvolrawen the giant fire ant hits Sunny for 151 physical, 5 nature, 4 fire, 5 physical, 23 physical, 83 physical, 6 darkness, 4 fire, 5 physical, 23 physical (307 total damage).
Sunny uses Infusion: Movement.
Sunny is moving at extreme speed!
Yvolrawen the giant fire ant damages himself through Martyrdom!
Sunny hits Yvolrawen the giant fire ant for (1 to psi shield), 2 physical (2 total damage).
Deep Wound from Yvolrawen the giant fire ant hits Sunny for 33 physical damage.
Sunny the level 25 ogre sun paladin was torn limb from limb to death by Yvolrawen the giant fire ant on level 3 of Old Forest.




































































































