










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. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Skeleton |
Class | Archer |
Level / Exp | 31 / 16% |
Size | medium |
Lifes / Deaths | Killed by Polytira the war bear at level 22 on the 32nd Regrowth 123rd year of Ascendancy at 15:36 / 2Killed by Betodathra the gigantic corrosive tunneler at level 31 on the 64th Pyre 123rd year of Ascendancy at 00:20 |
Primary Stats
Strength | 96 (base 60) |
Dexterity | 131 (base 60) |
Constitution | 24 (base 10) |
Magic | 18 (base 13) |
Willpower | 24 (base 10) |
Cunning | 44 (base 12) |
Resources
Life | -44/772 |
Stamina | 80/225 |
Healing Factor | 1.2272674059366 |
Regeneration | 16.26129312866 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 46.719706428051 |
See Invisible | 42.719706428051 |
Offense: Mainhand
Damage | 169 |
Accuracy | 73 |
Crit Chance | 19% |
APR | 26 |
Speed | 0.95 |
Offense: Spell
Spellpower | 18 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Physical | +7% |
Acid | +14% |
Mind | +20% |
All | +2% |
Offense: Damage Penetration
Lightning | +5% |
Darkness | +10% |
Cold | +25% |
Acid | +25% |
Mind | +25% |
Fire | +20% |
Defense: Base
Armour (hardiness) | 34 (38.594633868923%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
Acid | + 25%( 70%) |
Physical | + 7%( 70%) |
Cold | + 16%( 70%) |
All | + 4%( 70%) |
Darkness | + 40%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 16%( 70%) |
Mind | + 13%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 20% |
Bleed Resistance | 100% |
Confusion Resistance | 19% |
Fear Resistance | 100% |
Knockback Resistance | 0% |
Poison Resistance | 100% |
Blind Resistance | 36% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 434 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 156 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 38 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
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 and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Constitution by +5. | 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 have explored the Old Forest and vanquished Wrathroot. * 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 225. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed length of troll intestine. * You've found the needed wretchling eyeball. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of wight ectoplasm. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed ice wyrm tooth. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * You've found the needed sandworm tooth. * You've found the needed vial of fire wyrm saliva. | active |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | ![]() 2.0 T5 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +12% mind Res.pen +5% lightning +5% cold Melee Ret 6 cold ----- def ----- Armour +5 Resists +9% mind Phys.save +8 (+3 eff.) Spell.save +12 (+6 eff.) Mind.save +9 (+4 eff.) A pair of boots made of leather. |
Quiver | ![]() 3.0 T4 arrow ammo [Ego+] Psionic Power 152% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 24 Ranged+ +20 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 166 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +6% mind Res.pen +10% darkness ----- def ----- Resists +18% lightning Blind- +36% Confus- +19% ---------- misc Light +9 See.Stealth +15 See.Invis +11 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 8 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 | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +11 Dex +5 Cun dps ---------- Res.pen +20% fire Acc +4 (+1 eff.) Melee Ret 8 light On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +8 (+2 eff.) Fatigue +3% Resists +10% darkness +6% fire ---------- misc Infravis +4 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 398.4 Physical damage. If the attack hits, the target is confused (47% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Acc +20 (+5 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +4 Phys.save +3 (+1 eff.) Harden the skin for 7 turns increasing armour by 68 and armour hardiness by 70% Puts all charms on 17 cooldown 100% to gain a 40% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun +6 Str dps ---------- Mind.crit +3% Res.pen +25% mind +20% cold ----- def ----- Armour +12 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +62.00 HP.reg +11.00 Heal.mod +11% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +7% acid +3% physical +9% darkness +6% temporal +7% fire +12% cold +7% lightning Pinning- +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +7 Dex dps ---------- Dmg.mod +12% acid Res.pen +25% acid Acc +7 (+1 eff.) Apr +7 Melee Ret 4 fire ----- def ----- Armour +2 Fatigue +3% Resists +3% lightning +15% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.9 Pwr.cost 17 out of 20/20. Range 9 Travel.spd instantaneous Description: Fire a steady shot, doing 171% damage with a 28% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T5 light armor [Ego++] Arcane/Master While equipped: Stats +4 Str +4 Dex dps ---------- Melee+ 8 darkness Ranged+ 6 darkness ----- def ----- Armour +8 Defense +25 (+6 eff.) Fatigue +8% Resists +19% darkness +15% temporal Phys.save +9 (+3 eff.) Def/telep +16 Res/telep +13% Dur/telep +10% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +4 (+1 eff.) Apr +5 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex +4 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -170 life. The duration and life will increase by 1% for every 1% life you have lost (currently 350 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 190 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 250.92 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 326 damage for 4 turns. 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. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +4% acid +5% fire +5% cold +5% lightning Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con dps ---------- Acc +8 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+2 eff.) Spell.save +11 (+5 eff.) ---------- misc Max.stam +14.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% mind Acc +6 (+1 eff.) ----- def ----- Resists +12% mind Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +6 (+4 eff.) Dmg.mod +6% acid +15% physical ----- def ----- Resists +12% fire Crit.chn- 15.00% Die.at -40.00 life Max.HP +80.00 Silence- +20% Disarm- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire +12% temporal +12% cold Res.pen +15% cold +15% temporal Melee Ret 2 temporal ----- def ----- Defense +9 (+2 eff.) Resists +6% mind +6% temporal ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 44.76 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +14 cold On Hit.r1 +8 darkness While equipped: dps ---------- Dmg.mod +18% acid Res.pen +15% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce armor by 21% * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% acid +9% fire Massive two-handed battleaxes. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Master Power 146% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +15 (+4 eff.) Apr +2 Melee Ret 10 blight ----- def ----- Armour +4 ---------- misc Light +3 Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego++] Master Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +6% physical Res.pen +6% physical Acc +7 (+1 eff.) ----- def ----- Disarm- +10% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego+] Nature Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Str +5 Dex +3 Mag +7 Wil +5 Cun +4 Con Sharp, long, and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +21% light Res.pen +10% blight +20% light Melee Ret 10 mind ---------- misc Hate/m.crit +4.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Nature Power 125% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +6.5% Atk.spd 100% On Crit.r2 +50 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Con dps ---------- Phys.pwr +20 (+5 eff.) All.spd +5% Res.pen +16% fire ----- def ----- Resists +6% temporal Phys.save +15 (+5 eff.) One-handed war axes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Power 132% Range: 1.3x Uses 35% Str, 20% Mag, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 4.0 T2 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +11 Con +11 Wil ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +3.0% Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Rare] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +14 Con +18 Wil ----- def ----- Resists +6% acid +4% physical +6% fire Spell.save +12 (+6 eff.) Max.HP +99.00 Disarm- +20% ---------- misc See.Invis +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: dps ---------- Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Random Unique] Arcane/Master Power 121% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +7 Crit +1.5% Capacity 18 On Hit.r1 +16 blight +11 fire +12 acid On Hit: * 10% chance to reduce strength, dexterity, and constitution by 11 On Crit: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 arrow ammo [Ego+] Master Power 134% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 17 On Crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T2 shot ammo [Rare] Arcane Power 125% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 24 Phasing +30% Ranged+ +20 blight +9 light Against +6% Undead On Hit: * 20% chance to reduce strength, dexterity, and constitution by 11 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +13% acid +6% physical +10% fire +12% nature +11% cold ----- def ----- Resists +10% acid +12% physical +12% fire +11% cold +11% all Poison- +23% Disease- +23% ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +21% lightning +6% nature +21% darkness Melee Ret 6 lightning On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +19% cold A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Mind.save +14 (+7 eff.) Max.HP +29.00 HP.reg +2.00 Heal.mod +10% A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% ----- def ----- Defense +1 (+0 eff.) Resists +3% temporal Mind.save +9 (+4 eff.) Max.HP +32.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Arcane/Master While equipped: Stats +3 Mag +1 Wil ----- def ----- Defense +9 (+2 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% acid +12% light +3% lightning +4% cold +8% arcane +6% fire ----- def ----- Defense +2 (+0 eff.) Resists +18% light A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +3 Cun +3 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue +1% Resists +15% mind +11% light +11% darkness A cap made of leather. |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 36.40 to 109.21 lightning damage (72.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+3 eff.) Dmg.mod +18% arcane ----- def ----- Defense +7 (+2 eff.) Resists +9% fire Spell.save +6 (+3 eff.) Die.at -20.00 life HP.reg +4.00 Cut- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +10 Dex dps ---------- Melee Ret 6 nature 4 darkness ----- def ----- Armour +5 Fatigue +5% Resists +15% nature ---------- misc Light +3 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +5 Con +4 Wil ----- def ----- Armour +4 Fatigue +4% Resists +7% blight Mind.save +8 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
![]() 1.0 T3 lite [Ego+] Psionic While equipped: Stats +3 Wil dps ---------- Mind.crit +7% Mind.pwr +6 (+2 eff.) Dmg.mod +7% mind ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +10 Str +1 Dex +4 Mag +8 Wil +2 Con dps ---------- Phys.crit +13.0% Spell.crit +7% Mind.crit +10% ----- def ----- Armour +3 Defense +6 (+1 eff.) Resists +9% temporal +7% physical Crit.chn- 10.00% ---------- misc Max.mana +50.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd 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 20% 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. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Mag +4 Wil dps ---------- Res.pen +25% fire ----- def ----- Resists +18% cold Crit.chn- 15.00% Sting an enemy dealing 308 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Archer the Skeleton Archer level 30
37th Pyre 123rd year of Ascendancy at 00:14 see stats
By Archer the Skeleton Archer level 22
32nd Regrowth 123rd year of Ascendancy at 21:13 see stats
By Archer the Skeleton Archer level 13
64th Dusk 122nd year of Ascendancy at 15:37 see stats
By Archer the Skeleton Archer level 22
47th Regrowth 123rd year of Ascendancy at 03:44 see stats
By Archer the Skeleton Archer level 16
68th Haze 122nd year of Ascendancy at 13:07 see stats
By Archer the Skeleton Archer level 27
11st Pyre 123rd year of Ascendancy at 14:35 see stats
By Archer the Skeleton Archer level 17
70th Haze 122nd year of Ascendancy at 05:00 see stats
By Archer the Skeleton Archer level 10
19th Dusk 122nd year of Ascendancy at 03:42 see stats
By Archer the Skeleton Archer level 20
2nd Wintertide 123rd year of Ascendancy at 14:35 see stats
By Archer the Skeleton Archer level 30
35th Pyre 123rd year of Ascendancy at 00:14 see stats
By Archer the Skeleton Archer level 20
13rd Regrowth 123rd year of Ascendancy at 14:26 see stats
By Archer the Skeleton Archer level 27
2nd Pyre 123rd year of Ascendancy at 11:17 see stats
By Archer the Skeleton Archer level 26
71st Regrowth 123rd year of Ascendancy at 06:18 see stats
By Archer the Skeleton Archer level 23
58th Regrowth 123rd year of Ascendancy at 01:41 see stats
By Archer the Skeleton Archer level 5
1st Summertide 122nd year of Ascendancy at 09:25 see stats
By Archer the Skeleton Archer level 17
70th Haze 122nd year of Ascendancy at 04:36 see stats
By Archer the Skeleton Archer level 21
16th Regrowth 123rd year of Ascendancy at 17:28 see stats
By Archer the Skeleton Archer level 14
53rd Haze 122nd year of Ascendancy at 10:03 see stats
By Archer the Skeleton Archer level 30
42nd Pyre 123rd year of Ascendancy at 22:18 see stats
By Archer the Skeleton Archer level 23
48th Regrowth 123rd year of Ascendancy at 04:58 see stats
By Archer the Skeleton Archer level 14
50th Haze 122nd year of Ascendancy at 17:43 see stats
By Archer the Skeleton Archer level 22
32nd Regrowth 123rd year of Ascendancy at 15:36 see stats
By Archer the Skeleton Archer level 29
35th Pyre 123rd year of Ascendancy at 00:14 see stats
Log
Glenne the losselhing's ice storm area effect hits Archer for (4 to ice), 6 cold (6 total damage).
Glenne the losselhing's ice storm area effect hits Betodathra the gigantic corrosive tunneler for (13 flat reduction), 0 cold (0 total damage).
Glenne the losselhing is not stunned anymore.
Glenne the losselhing has recovered!
Archer uses Perfect Strike.
Archer aims carefully.
Archer forces the iceblock to shatter.
Archer is free from the ice.
Betodathra the gigantic corrosive tunneler throws two quick punches.
Betodathra the gigantic corrosive tunneler performs a melee critical strike against Archer!
Archer hits Iceblock for 30 physical, 9 darkness (38 total damage).
Melee retaliation hits Betodathra the gigantic corrosive tunneler for (3 flat reduction), 0 fire, (5 flat reduction), 0 light, (8 flat reduction), 0 cold, (3 flat reduction), 0 fire, (5 flat reduction), 0 light, (8 flat reduction), 0 cold (0 total damage).
Melee retaliation hits Iceblock for 9 light, 7 cold (14 total damage).
Betodathra the gigantic corrosive tunneler hits Archer for 118 physical, 154 physical (272 total damage).
Glenne the losselhing's ice storm area effect hits Archer for 19 cold damage.
Glenne the losselhing's ice storm area effect hits Betodathra the gigantic corrosive tunneler for (26 flat reduction), 0 cold (0 total damage).
Archer is free from the grapple.
Betodathra the gigantic corrosive tunneler has released the hold.
Glenne the losselhing is not crippled anymore.
Betodathra the gigantic corrosive tunneler uses Take Down.
Betodathra the gigantic corrosive tunneler performs a melee critical strike against Archer!
Archer is grappled!
Betodathra the gigantic corrosive tunneler is engaged in a grapple!
Betodathra the gigantic corrosive tunneler hits Archer for 126 physical damage.
Melee retaliation hits Betodathra the gigantic corrosive tunneler for (3 flat reduction), 0 fire, (5 flat reduction), 0 light, (8 flat reduction), 0 cold (0 total damage).
Glenne the losselhing's ice storm area effect hits Archer for 19 cold damage.
Glenne the losselhing's ice storm area effect hits Betodathra the gigantic corrosive tunneler for (26 flat reduction), 0 cold (0 total damage).
Grappled from Betodathra the gigantic corrosive tunneler hits Archer for 71 physical damage.
Archer the level 31 skeleton archer was chopped into tiny pieces to death by Betodathra the gigantic corrosive tunneler on level 1 of Ruined Dungeon.