












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Forbidden Cults 1.5.9Official 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.
Ashes of Urh'Rok 1.5.0Official 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Doomelf |
Class | Skirmisher |
Level / Exp | 50 / 1318% |
Size | medium |
Lifes / Deaths | Killed by Pebble Demon's Inner Demon at level 36 on the 56th Regrowth 123rd year of Ascendancy at 01:33 / 3Killed by Forgery of Haze (Atamathon the Giant Golem) at level 50 on the 66th Dusk 123rd year of Ascendancy at 09:13 Killed by Atamathon the Giant Golem at level 50 on the 66th Dusk 123rd year of Ascendancy at 09:16 |
Primary Stats
Strength | 129 (base 60) |
Dexterity | 92 (base 60) |
Constitution | 65 (base 14) |
Magic | 84 (base 65) |
Willpower | 35 (base 13) |
Cunning | 72 (base 39) |
Resources
Life | -296/1354 |
Mana | 608/608 |
Stamina | 359/370 |
Healing Factor | 1.7210638297873 |
Regeneration | 29.499389903859 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 20 |
Infravision | 5 |
See Stealth | 61.713773486967 |
See Invisible | 67.713773486967 |
ESP Range | 10 |
ESP Kinds | animal/canine, demon/minor, demon/major |
Offense: Mainhand
Damage | 216 |
Accuracy | 84 |
Crit Chance | 83% |
APR | 46 |
Speed | 0.70 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 27 |
Crit Chance | 44% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 63% |
Speed | 1 |
Offense: Damage Bonus
Nature | +17% |
Physical | +75% |
Blight | +19% |
Arcane | +23% |
Fire | +19% |
All | +7% |
Offense: Damage Penetration
Nature | +5% |
Arcane | +35% |
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 67 (84.692942254812%) |
Defense | 54 |
Ranged Defense | 56 |
Fatigue | 0 |
Physical Save | 58 |
Spell Save | 53 |
Mental Save | 56 |
Defense: Resistances
Acid | + 50%( 71%) |
Blight | + 49%( 71%) |
Arcane | + 26%( 71%) |
Cold | + 23%( 71%) |
All | + 23%( 71%) |
Lightning | + 32%( 71%) |
Temporal | + 36%( 71%) |
Darkness | + 25%( 71%) |
Physical | + 70%( 71%) |
Fire | + 44%( 71%) |
Nature | + 38%( 71%) |
Defense: Immunities
Pinning Resistance | 40% |
Bleed Resistance | 20% |
Confusion Resistance | 59% |
Stun Resistance | 100% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 47% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -654 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 758 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 907% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 9 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Cunning / Poisons | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 1/5 |
Cunning / Called Shots | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 0.80 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Scoundrel | 1.10 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | The target is on fire, taking 38.12 fire damage per turn. Burning |
beneficial effect | The target stands strong, increasing all resistances by 3.0% and resistance caps by 0.6%. Eternal Warrior |
beneficial effect | The target is recovering 25 life each turn. Recovery |
detrimental effect | The target glows in the light, reducing its stealth and invisibility power by 143, defense by 48 and looses all evasion bonus from being unseen. Illumination |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Glorylaith the void horror. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Isluvena the snow giant boulder thrower. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by Layadana the hornet swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost sun paladin to the recall portal on level 6 of Dreadfell. Escort: lost sun paladin (level 6 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Emelann the copperhead snake. Escort: temporal explorer (level 2 of Norgos Lair) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1965. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Physical power: +10 (+1 eff.) Armour: +20 Armour Hardiness: +20% Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +20 Str / -6 Dex / +10 Con Changes resistances: +15% acid / +15% physical Changes damage: +15% physical Knockback immunity: +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Quiver | ![]() Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Power: 191% Range: 1.2x Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Armour Penetration: +18 Crit. chance: +19.0% Capacity: 21 On weapon hit: * Slows global speed by 47% * 47% chance to daze at end of turn Travel speed: +200% Damage (Ranged): +4 lightning / +22 darkness / +20 temporal / +20 nature Burst (radius 1) on hit: +4 nature / +16 lightning Damage against: +20% Living Shots are used with slings to pummel your foes to death. |
Light source | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +5 Armour: +6 Defense: +14 (+4 eff.) Changes stats: +10 Con Changes resistances: +28% blight Changes damage: +9% physical Physical save: +20 (+5 eff.) Spell save: +17 (+6 eff.) Mental save: +18 (+5 eff.) Blindness immunity: +47% Confusion immunity: +29% Life regen: +8.90 Light radius: +12 See stealth: +18 See invisible: +24 Healing mod.: +15% It can be used to activate talent Track, placing all other charms into a 24 cooldown : Effective talent level: 2.6 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Physical crit. chance: +7.0% Armour: +5 Fatigue: +5% Changes stats: +17 Lck Changes resistances: +12% acid / +12% temporal / +5% arcane / +12% lightning Mental save: +31 (+8 eff.) Cut immunity: +20% Confusion immunity: +20% Pinning immunity: +10% Spell crit. chance: +7% Mental crit. chance: +8% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Spell save: +15 (+5 eff.) Mindpower: +12 (+4 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 175.89 arcane damage and stunned), costing 60 power out of 27/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +10 (+1 eff.) Fatigue: -10% Changes stats: +18 Str / +6 Dex / +10 Wil Changes resistances: +14% nature Changes resistances penetration: +20% arcane Changes damage: +12% fire / +10% nature / +3% arcane Critical mult.: +10.00% Spellpower: +2 (+0 eff.) Mental crit. chance: +10% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +29 (+6 eff.) Physical power: +12 (+1 eff.) Fatigue: -6% Changes stats: +10 Str / +17 Dex / +8 Cun / +12 Con Spell save: +20 (+7 eff.) Mana each turn: +0.12 Maximum mana: +20.00 Light radius: +3 Can be unequipped, can't be rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +16 (+3 eff.) Armour penetration: +14 Defense: +13 (+4 eff.) Damage when hit (Melee): 4 nature Changes stats: +14 Lck Changes resistances: +9% physical / +3% darkness / +6% blight / +6% fire / +6% nature Changes resistances penetration: +5% nature Critical mult.: +18.00% Stamina each turn: +0.30 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 32 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / sling ; tier 5 Power: 66% Range: 1.1x Uses stat: 50% Mag Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +10 When wielded/worn: Changes stats: +10 Str / +5 Con Changes resistances: +10% physical Changes resistances penetration: +15% physical Changes damage: +35% physical Pinning immunity: +30% Knockback immunity: +30% It can be used to activate talent Bull Shot (costing 10 power out of 16/16) : Effective talent level: 4.0 Power cost: 10 out of 16/16. Range: 10 Travel Speed: instantaneous Description: You rush toward your foe, readying your shot. If you reach the enemy, you release the shot, imbuing it with great power. The shot does 236% weapon damage and knocks back your target by 2. The cooldown of this talent is reduced by 1 each time you move. This requires a sling to use. This powerful sling is said to have belonged to a warrior so strong his shots could knock down a brick wall... |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+0 eff.) Fatigue: -14% Changes stats: +5 Mag / +3 Cun / +8 Con Changes damage: +12% blight Grants telepathy: Demon/Minor Demon/Major Critical mult.: +15.00% Light radius: +3 A belt that goes around your waist. |
In off hand | ![]() Requires: - Cunning 24 - Talent Buckler Expertise (level 1) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Power: 138% Range: 1.2x Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +80 Damage (Melee): +12 physical When wielded/worn: Armour: +12 Defense: +8 (+2 eff.) Ranged Defense: +8 (+3 eff.) Fatigue: +12% Changes stats: +3 Cun Changes resistances: +9% acid / +6% temporal Talent granted: +3 Block Only die when reaching: -60.00 life Maximum life: +76.00 Maximum stamina: +20.00 Light radius: +2 Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Accuracy: +47 (+10 eff.) Defense: +3 (+1 eff.) Fatigue: -10% Changes stats: +5 Cun / +5 Wil Changes resistances: +6% fire Changes resistances penetration: +15% arcane Changes damage: +13% arcane / +9% physical Critical mult.: +30.00% Psi when hit: +0.16 Maximum life: +110.00 Maximum mana: +69.00 Maximum stamina: +40.00 Maximum hate: +2.00 Spellpower: +9 (+2 eff.) Spell crit. chance: +5% Mindpower: +4 (+1 eff.) Mental crit. chance: +8% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 4 When wielded/worn: Armour penetration: +2 Armour: +16 Defense: +4 (+1 eff.) Fatigue: +8% Damage (Melee): 8 fire Damage (Ranged): 8 fire Damage when hit (Melee): 12 temporal Changes stats: +2 Str Changes resistances: +27% physical / +16% fire Physical save: +20 (+5 eff.) Life regen: +2.10 Maximum life: +76.00 Healing mod.: +22% A suit of armour made of leather. |
Inventory
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() 0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: jewelry / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Changes stats: +6 Str / +6 Dex / +5 Wil / +6 Cun Changes resistances: +3% blight / +18% lightning Changes resistances penetration: +5% light Changes damage: +6% mind Reduced damage from: +45% Summoned Physical save: +16 (+4 eff.) Spell save: +18 (+6 eff.) Mental save: +16 (+5 eff.) Life regen: +3.60 Light radius: +2 Healing mod.: +30% A belt that goes around your waist. |
![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Physical crit. chance: +10.0% Armour: +6 Changes stats: +6 Str / +6 Mag Changes damage: +10% physical Critical mult.: +50.00% Spell crit. chance: +10% Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
![]() Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / head ; tier 5 When wielded/worn: Defense: +7 (+2 eff.) Changes resistances: +15% mind Changes resistances cap: +10% mind Changes resistances penetration: +10% mind Mental save: +25 (+7 eff.) Confusion immunity: +40% Psi when firing a critical mind attack: +6.00 Maximum psi: +50.00 Mindpower: +20 (+6 eff.) Mental crit. chance: +9% Infravision radius: +5 It can be used to reveal the surrounding area (range 20), costing 18 power out of 30/30. This white cap is plain and dull, but as the light reflects off of its surface, you see images of faraway corners of the world in the sheen." |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 48 power out of 59/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (90 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 12 power out of 25/25) : Effective talent level: 3.0 Power cost: 12 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 4 When wielded/worn: Accuracy: +12 (+3 eff.) Armour penetration: +12 Defense: +12 (+4 eff.) Changes stats: +10 Lck / +5 Cun Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) See stealth: +12 See invisible: +12 It can be used to activate talent Track (costing 11 power out of 35/35) : Effective talent level: 2.6 Power cost: 11 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 35 for 5 turns. The radius will increase with your Cunning. This finely crafted telescope once belonged to the explorer and adventurer Kestin Highfin. With this tool in hand he traveled in search of treasures all across Maj'Eyal, and before his death it was said his collection was incredibly vast. He often credited this telescope with his luck, saying that as long as he had it, he could escape any situation, no matter how dangerous. It is said he died confronting a demon seeking revenge for a stolen sword. His last known words were "Somehow this feels like an ending, yet I know there is so much more to find." |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by arcane forces 3.00 Encumbrance. [Unique] Type: gem / red ; tier 5 When carried: Damage when hit (Melee): 25 fire Spellpower: +7 (+1 eff.) Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 556.92 fire damage (based on Magic), costing 30 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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, costing 120 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. |
![]() Powered 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), costing 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. |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 34), putting all charms on cooldown for 18 turns. Torques are made by powerful psionics to store psionic powers. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: gem / white When carried: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con / +10 Lck Changes resistances: +7% all Changes damage: +7% all Stun/Freeze immunity: +100% Light radius: +1 A pearl, three times the size of a normal pearl, that glitters in infinite colours, with slight patterns ever shifting away. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Age of Ascendancy
The Sorcerers are dead, and the Orc Pride lies in ruins, thanks to your efforts.
You have prevented the portal to the Void from opening and thus stopped the Creator from bringing about the end of the world.
The orc presence in the Far East has greatly been diminished by the loss of their leaders and the destruction of the Sorcerers. The free people of the Sunwall will be able to prosper and thrive on this land.
Maj'Eyal will once more know peace. Most of its inhabitants will never know they even were on the verge of destruction, but then this is what being a true hero means: to do the right thing even though nobody will know about it.
You may continue playing and enjoy the rest of the world.
While you were in the Far East, the Grand Corruptor was busy in Maj'Eyal.
With the fall of Zigur he was able to attack and take control of Elvala, the Shaloren capital city.
His plans however do not stop there.
Achievements
By Pebble Demon the Doomelf Skirmisher level 34
18th Regrowth 123rd year of Ascendancy at 00:50 see stats
By Pebble Demon the Doomelf Skirmisher level 43
57th Pyre 123rd year of Ascendancy at 20:58 see stats
By Pebble Demon the Doomelf Skirmisher level 34
16th Regrowth 123rd year of Ascendancy at 09:42 see stats
By Pebble Demon the Doomelf Skirmisher level 50
29th Dusk 123rd year of Ascendancy at 19:55 see stats
By Pebble Demon the Doomelf Skirmisher level 42
50th Pyre 123rd year of Ascendancy at 12:42 see stats
By Pebble Demon the Doomelf Skirmisher level 36
58th Regrowth 123rd year of Ascendancy at 02:35 see stats
By Pebble Demon the Doomelf Skirmisher level 50
52nd Dusk 123rd year of Ascendancy at 13:24 see stats
By Pebble Demon the Doomelf Skirmisher level 11
10th Dusk 122nd year of Ascendancy at 01:53 see stats
By Pebble Demon the Doomelf Skirmisher level 35
55th Regrowth 123rd year of Ascendancy at 17:24 see stats
By Pebble Demon the Doomelf Skirmisher level 31
7th Regrowth 123rd year of Ascendancy at 17:45 see stats
By Pebble Demon the Doomelf Skirmisher level 50
53rd Dusk 123rd year of Ascendancy at 23:24 see stats
By Pebble Demon the Doomelf Skirmisher level 21
44th Haze 122nd year of Ascendancy at 20:04 see stats
By Pebble Demon the Doomelf Skirmisher level 29
5th Allure 123rd year of Ascendancy at 22:22 see stats
By Pebble Demon the Doomelf Skirmisher level 50
17th Dusk 123rd year of Ascendancy at 08:00 see stats
By Pebble Demon the Doomelf Skirmisher level 5
77th Pyre 122nd year of Ascendancy at 02:17 see stats
By Pebble Demon the Doomelf Skirmisher level 23
48th Haze 122nd year of Ascendancy at 00:29 see stats
By Pebble Demon the Doomelf Skirmisher level 10
2nd Dusk 122nd year of Ascendancy at 13:25 see stats
By Pebble Demon the Doomelf Skirmisher level 20
26th Haze 122nd year of Ascendancy at 11:15 see stats
By Pebble Demon the Doomelf Skirmisher level 30
3rd Regrowth 123rd year of Ascendancy at 20:39 see stats
By Pebble Demon the Doomelf Skirmisher level 40
30th Pyre 123rd year of Ascendancy at 08:11 see stats
By Pebble Demon the Doomelf Skirmisher level 50
4th Dusk 123rd year of Ascendancy at 09:34 see stats
By Pebble Demon the Doomelf Skirmisher level 29
67th Haze 122nd year of Ascendancy at 12:48 see stats
By Pebble Demon the Doomelf Skirmisher level 50
15th Dusk 123rd year of Ascendancy at 13:24 see stats
By Pebble Demon the Doomelf Skirmisher level 42
56th Pyre 123rd year of Ascendancy at 00:20 see stats
By Pebble Demon the Doomelf Skirmisher level 50
53rd Dusk 123rd year of Ascendancy at 23:23 see stats
By Pebble Demon the Doomelf Skirmisher level 49
4th Dusk 123rd year of Ascendancy at 09:32 see stats
By Pebble Demon the Doomelf Skirmisher level 11
23rd Dusk 122nd year of Ascendancy at 14:48 see stats
By Pebble Demon the Doomelf Skirmisher level 35
54th Regrowth 123rd year of Ascendancy at 16:30 see stats
By Pebble Demon the Doomelf Skirmisher level 18
19th Haze 122nd year of Ascendancy at 03:08 see stats
By Pebble Demon the Doomelf Skirmisher level 36
55th Regrowth 123rd year of Ascendancy at 20:02 see stats
By Pebble Demon the Doomelf Skirmisher level 9
10th Flare 122nd year of Ascendancy at 18:28 see stats
By Pebble Demon the Doomelf Skirmisher level 50
15th Dusk 123rd year of Ascendancy at 18:54 see stats
By Pebble Demon the Doomelf Skirmisher level 20
26th Haze 122nd year of Ascendancy at 18:37 see stats
By Pebble Demon the Doomelf Skirmisher level 41
49th Pyre 123rd year of Ascendancy at 01:09 see stats
By Pebble Demon the Doomelf Skirmisher level 9
8th Flare 122nd year of Ascendancy at 09:13 see stats
By Pebble Demon the Doomelf Skirmisher level 37
9th Pyre 123rd year of Ascendancy at 17:08 see stats
By Pebble Demon the Doomelf Skirmisher level 19
26th Haze 122nd year of Ascendancy at 02:52 see stats
By Pebble Demon the Doomelf Skirmisher level 20
36th Haze 122nd year of Ascendancy at 10:00 see stats
By Pebble Demon the Doomelf Skirmisher level 15
13rd Haze 122nd year of Ascendancy at 05:58 see stats
By Pebble Demon the Doomelf Skirmisher level 36
56th Regrowth 123rd year of Ascendancy at 01:33 see stats
By Pebble Demon the Doomelf Skirmisher level 33
15th Regrowth 123rd year of Ascendancy at 06:23 see stats
Log
Pebble Demon's Noggin Knocker hits Forgery of Haze (Atamathon the Giant Golem) for 547 physical, 1 lightning, 5 darkness, 23 healing, 1 fire, 4 temporal, 6 nature, 1 nature, 3 lightning (568 total damage) [23 healing].
Pebble Demon's Noggin Knocker hits Something for 1 nature, 3 lightning (4 total damage).
Pebble Demon's Noggin Knocker hits Forgery of Haze (Atamathon the Giant Golem) for 204 physical, 1 lightning, 5 darkness, 23 healing, 1 fire, 4 temporal, 6 nature, 1 nature, 3 lightning (225 total damage) [23 healing].
Pebble Demon's Noggin Knocker hits Something for 1 nature, 3 lightning (4 total damage).
Pebble Demon's Noggin Knocker hits Forgery of Haze (Atamathon the Giant Golem) for 189 physical, 1 lightning, 5 darkness, 23 healing, 1 fire, 4 temporal, 6 nature, 1 nature, 3 lightning (210 total damage) [23 healing].
Forgery of Haze (Atamathon the Giant Golem) fumbles and fails to use Arcane Pull, injuring himself!
Fumble hits Forgery of Haze (Atamathon the Giant Golem) for 142 physical damage.
Pebble Demon uses Kneecapper.
Pebble Demon's Kneecapper performs a ranged critical strike against Forgery of Haze (Atamathon the Giant Golem)!
Forgery of Haze (Atamathon the Giant Golem) shrugs off the critical damage!
Forgery of Haze (Atamathon the Giant Golem) resists being knocked down.
Forgery of Haze (Atamathon the Giant Golem) HEALS from darkness damage!
Pebble Demon's Kneecapper hits Something for 1 nature, 3 lightning (4 total damage).
Pebble Demon's Kneecapper hits Forgery of Haze (Atamathon the Giant Golem) for 469 physical, 1 lightning, 5 darkness, 23 healing, 1 fire, 4 temporal, 6 nature, 1 nature, 3 lightning (490 total damage) [23 healing].
Atamathon the Giant Golem's fire burn area effect hits Forgery of Haze (Atamathon the Giant Golem) for 67 fire damage.
Atamathon the Giant Golem's fire burn area effect hits Forgery of Haze (Atamathon the Giant Golem) for 67 fire damage.
Pebble Demon is pulled in!
Pebble Demon is recovering from the damage!
Burning from Atamathon the Giant Golem hits Forgery of Haze (Atamathon the Giant Golem) for 60 fire damage.
Forgery of Haze (Atamathon the Giant Golem) hits Pebble Demon for 247 fire, 328 light, 128 physical (703 total damage).
Pebble Demon shrugs off the effect 'Pinned to the ground'!
Talent Disengage is ready to use.
Talent Infusion: Heroism is ready to use.
Pebble Demon receives 42 healing.
Pebble Demon hits Atamathon the Giant Golem for 3 temporal, 0 fire, 1 nature (3 total damage).
Atamathon the Giant Golem hits Pebble Demon for 51 arcane, 351 light (402 total damage).
Pebble Demon is on fire!
Saving game...