









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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 1.7.0Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Brawler |
Level / Exp | 22 / 87% |
Size | medium |
Lifes / Deaths | Killed by Elawen the shadowblade at level 19 on the 48th Dusk 122nd year of Ascendancy at 03:12 3 / 3Killed by gigantic gravity worm at level 22 on the 63rd Dusk 122nd year of Ascendancy at 14:26 Killed by co_br at level 22 on the 63rd Dusk 122nd year of Ascendancy at 14:31 |
Primary Stats
Strength | 35 (base 16) |
Dexterity | 58 (base 51) |
Constitution | 33 (base 10) |
Magic | 10 (base 10) |
Willpower | 15 (base 10) |
Cunning | 64 (base 41) |
Resources
Life | 656/656 |
Stamina | 176/176 |
Steam | 100/100 |
Healing Factor | 1.1789294477288 |
Regeneration | 4.420985428983 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 37.390773745007 |
See Invisible | 37.390773745007 |
Offense: Barehand
Damage | 81 |
Accuracy | 52 |
Crit Chance | 25% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 17% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
All | 0% |
Physical | +3% |
Cold | +3% |
Nature | +18% |
Offense: Damage Penetration
Darkness | +25% |
Cold | +5% |
Arcane | +10% |
Mind | +25% |
Nature | +35% |
Defense: Base
Armour (hardiness) | 24 (44.574340358689%) |
Defense | 48 |
Ranged Defense | 48 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 8 |
Mental Save | 28 |
Defense: Resistances
Acid | + 9%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 31%( 70%) |
Physical | + 1%( 70%) |
Mind | + 9%( 70%) |
Fire | + 6%( 70%) |
Nature | + 33%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Stun Resistance | 92% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 20 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 53 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 441% 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
Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.43 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Minotaur. * 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 |
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. | 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 AlchemistsUngrol 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 warg claw. * '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.' | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex +3 Cun +2 Con dps ---------- Res.pen +5% cold ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Infravis +3 A pair of boots made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature While equipped: dps ---------- Melee+ 11 nature Dmg.mod +8% nature ----- def ----- Armour +2 Fatigue +3% Resists +9% acid +1% physical +11% nature Phys.save +6 (+3 eff.) Die.at -40.00 life HP.reg +2.50 ---------- misc Stam/turn +0.50 Psi/turn +0.16 Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +13 nature On Hit: 20% Venomous Breath 3 On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +13 Cun +3 Dex dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% nature Apr +5 Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +3% Resists +12% nature Mind.save +9 (+4 eff.) ---------- misc Hate/m.crit +2.00 A cap made of leather. |
Tool | ![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +2 Wil dps ---------- Crit.mult +10.00% Dmg.mod +7% nature +15% darkness Res.pen +25% darkness Melee Ret 8 mind ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical Acc +5 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex +6 Con dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Masteries +0.13 Technique/Unarmed discipline Amulets make your neck look great! |
Main armor | ![]() 9.0 T3 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% mind +20% nature Melee Ret 30 physical On Hit (Melee): * 20% chance to slow global speed by 48% * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +18 Defense +9 (+3 eff.) Fatigue +9% Resists +3% mind +5% arcane Max.HP +35.00 A suit of armour made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Res.pen +10% arcane Melee Ret 10 fire ----- def ----- Resists +3% lightning +6% fire +5% arcane +3% cold Stun/Frz- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Dex +2 Cun dps ---------- Res.pen +20% mind ----- def ----- Defense +2 (+0 eff.) Resists +6% mind +18% lightning Max.HP +35.00 Stun/Frz- +30% ---------- misc Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Crit.mult +15.00% Phys.pwr +15 (+5 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +3% cold ----- def ----- Resists +6% cold Phys.save +7 (+3 eff.) Die.at -40.00 life A belt that goes around your waist. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 90% efficiency and cooldown mod of 58%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 52 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 447% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 467% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 blight, 3 physical, 3 mind, 4 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 35 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 84 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning +6% cold Res.pen +10% cold ----- def ----- Resists +9% blight +12% temporal Phys.save +14 (+7 eff.) Spell.save +18 (+15 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -5% HP.reg +3.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% light +11% darkness Blind- +22% ---------- misc Masteries +0.10 Technique/Combat techniques Amulets make your neck 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! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 15 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +12% fire Res.pen +12% fire Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego+] Psionic Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 darkness Against +10% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Ego] Nature/Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +28% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 mind On Hit: * 16% chance to reduce all saves and defense by 22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Master Power 39.0 - 54.6 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil +1 Cun +2 Con dps ---------- Phys.crit +11.0% Crit.mult +14.00% Res.pen +9% all Acc +25 (+8 eff.) Apr +14 ----- def ----- Defense +9 (+3 eff.) Resists +6% nature Disarm- +27% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 lightning While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 mind 6 darkness Dmg.mod +4% nature +4% mind +5% darkness Melee Ret 6 blight ----- def ----- Resists +5% blight Phys.save +7 (+3 eff.) Spell.save +5 (+5 eff.) Mind.save +3 (+1 eff.) Disease- +10% ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 28 Mag 20 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+11 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 lightning 2 physical 4 fire 4 acid 4 cold ----- def ----- Resists +4% lightning +4% physical +4% cold +4% fire +4% acid ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Cun dps ---------- Phys.crit +1.0% Res.pen +7% physical Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 steamgun 1H weapon Reqs Shoot [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +8% all Acc +11 (+3 eff.) Apr +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +7% Phys.pwr +7 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +18% mind ----- def ----- Resists +5% arcane Spell.save +9 (+9 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Con +3 Mag dps ---------- Melee Ret 2 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/turn +0.14 Max.mana +22.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil +2 Con dps ---------- Dmg.mod +15% darkness ----- def ----- HP.reg +0.80 Heal.mod +13% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +1 Cun dps ---------- Dmg.mod +6% mind Res.pen +10% mind ----- def ----- Defense +8 (+2 eff.) Stealth +5 ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +15% lightning +12% cold +3% temporal Mind.save +6 (+3 eff.) HP.reg +1.50 Heal.mod +12% Teleport- +20% ---------- misc Infravis +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Phys.pwr +15 (+5 eff.) Apr +2 ----- def ----- Resists +7% lightning +6% temporal Die.at -40.00 life A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Dex +5 Wil dps ---------- Acc +30 (+9 eff.) ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.06 to 42.57 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Armour +2 Resists +7% blight +7% all Max.HP +80.00 HP.reg +4.00 Heal.mod +10% Cut- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +15% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +1 Resists +12% acid +5% arcane Silence- +21% Confus- +22% Stun/Frz- +22% A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Apr +2 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +3 Defense +20 (+6 eff.) Fatigue -2% Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 Max.stam +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.9 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +11% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 14.0 - 19.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 100% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) On Melee Ret: * 23 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +15 (+13 eff.) Unarmed combat: Power 27.5 - 38.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 15 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +3% light Die.at -20.00 life Stun/Frz- +20% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +20% blight ----- def ----- Armour +3 Fatigue +3% Resists +13% acid +18% fire +8% lightning +7% cold Max.HP +100.00 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% light +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +12% cold ----- def ----- Defense +2 (+0 eff.) Resists +18% cold ---------- misc Psi/turn +0.24 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +5 (+2 eff.) A hat made of leather. Very stylish. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +6% Phys.save +8 (+4 eff.) A suit of armour made of mail. |
![]() 9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 15% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% lightning Die.at -40.00 life Blind- +20% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Mind.save +13 (+6 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +8% Phys.save +11 (+5 eff.) Max.HP +28.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +31.00 HP.reg +5.60 Heal.mod +12% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo [Ego] Psionic Power 36.5 - 51.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Rld cld 6 Ranged+ +17 mind On Hit: * 20% chance to reduce all saves and defense by 22 Arrows are used with bows to pierce your foes to death. |
![]() 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 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 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] Master While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% S.pwr/crit +2 Apr +6 Melee Ret 2 temporal ----- def ----- Spell.save +6 (+6 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +103 accuracy and allowing you to attack creatures you cannot see without penalty for the next 6 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Master/Psionic While equipped: Stats +6 Str dps ---------- Dmg.mod +12% acid +13% fire +11% mind Res.pen +15% acid ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue -6% Resists +3% acid +7% physical Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 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] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Acc +5 (+1 eff.) Apr +3 ----- def ----- Mind.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.stam +10.00 Light +3 See.Stealth +7 See.Invis +7 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 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +5% blight ----- def ----- Resists +3% fire Max.HP +20.00 Heal.mod +5% Blind- +20% ---------- misc 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. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 63.78 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 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. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% acid +3% nature +6% darkness Spell.save +3 (+3 eff.) Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Blast the opponent's mind dealing 225 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 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 co_br the Cornac Brawler level 15
7th Dusk 122nd year of Ascendancy at 16:50 see stats
By co_br the Cornac Brawler level 10
3rd Summertide 122nd year of Ascendancy at 08:02 see stats
By co_br the Cornac Brawler level 20
48th Dusk 122nd year of Ascendancy at 20:13 see stats
By co_br the Cornac Brawler level 19
43rd Dusk 122nd year of Ascendancy at 21:14 see stats
By co_br the Cornac Brawler level 21
61st Dusk 122nd year of Ascendancy at 13:58 see stats
By co_br the Cornac Brawler level 9
9th Mirth 122nd year of Ascendancy at 11:44 see stats
By co_br the Cornac Brawler level 15
22nd Dusk 122nd year of Ascendancy at 10:54 see stats
By co_br the Cornac Brawler level 22
63rd Dusk 122nd year of Ascendancy at 14:31 see stats
Log
Co_br speeds up.
Bleeding from Elywyn the yellow jelly hits co_br for (14 flat reduction), 0 lightning (0 total damage).
Sandworm slows down.
Co_br slows down.
Gigantic gravity worm's gravity area effect hits co_br for (14 flat reduction), 20 physical (20 total damage).
Gigantic gravity worm's gravity area effect hits Sandworm for 35 physical damage.
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Talent Tumble is ready to use.
Bleeding from Elywyn the yellow jelly hits co_br for (14 flat reduction), 0 lightning (0 total damage).
Gigantic gravity worm's gravity area effect hits Sandworm for 35 physical damage.
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Sandworm burrower is drawn in by the singularity!
Co_br is drawn in by the singularity!
Something hits Sandworm burrower for 0 physical damage.
Something hits co_br for (14 flat reduction), 141 physical (141 total damage).
co_br the level 22 cornac brawler was torn limb from limb to death by a gigantic gravity worm on level 4 of Sandworm lair.
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You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed co_br!
Saving game...
Saving done.
Talent Vitality is ready to use.
Talent Infusion: Regeneration is ready to use.
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Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!