












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This 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 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Drem |
Class | Stone Warden |
Level / Exp | 20 / 59% |
Size | big |
Lifes / Deaths | Killed by Poltergeist Crystal Shard at level 20 on the 17th Shortage 122nd year of Ascendancy at 06:55 / 2Killed by Poltergeist steel greatmaul 'Earykath' at level 20 on the 17th Shortage 122nd year of Ascendancy at 18:37 |
Primary Stats
Strength | 32 (base 14) |
Dexterity | 14 (base 10) |
Constitution | 21 (base 10) |
Magic | 55 (base 48) |
Willpower | 46 (base 37) |
Cunning | 17 (base 10) |
Resources
Life | -26/745 |
Mana | 344/344 |
Equilibrium | 45 |
Healing Factor | 1.414804467222 |
Regeneration | 6.0129189856935 |
Speed
Mental | -30% |
Attack | -30% |
Movement | 0% |
Spell | -30% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 19.500146650446 |
See Invisible | 19.500146650446 |
Offense: Mainhand
Damage | 46 |
Accuracy | 45 |
Crit Chance | 8% |
APR | 7 |
Speed | 1.43 |
Offense: Offhand
Damage | 23 |
Accuracy | 45 |
Crit Chance | 5% |
APR | 7 |
Speed | 1.43 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 3% |
Speed | 1.4285714285714 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 7% |
Speed | 1.4285714285714 |
Offense: Damage Bonus
Darkness | +8% |
Light | +10% |
Temporal | +11% |
Arcane | +12% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +10% |
Blight | +5% |
Physical | +5% |
Mind | +15% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 40.557644381414 (65.897138898113%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 40 |
Physical Save | 21 |
Spell Save | 32 |
Mental Save | 30 |
Defense: Resistances
Acid | + 14%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 43%( 70%) |
All | + 8%( 70%) |
Lightning | + 22%( 70%) |
Light | + 41%( 70%) |
Temporal | + 24%( 70%) |
Physical | + 9%( 70%) |
Darkness | + 38%( 70%) |
Nature | + 27%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 42% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Knockback Resistance | 25% |
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 267 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 522% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 423 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Earthen vines | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
talent | Shards |
talent | Stone Vines |
talent | Eldritch Infusion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 32. Intimidated |
beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
detrimental effect | The target's armour and saves are broken, reducing them by 7. Sunder Armour |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 30%. Cripple |
detrimental effect | The target has been beckoned by Poltergeist steel greatmaul 'Earykath' and is heeding the call. There is a 27% chance of moving towards the beckoner each turn. (spellpower: -9, mindpower: -9 Beckoned |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost defiler from death by Adassra the venom drake hatchling. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' 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 bear paw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bloated horror heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +6% temporal +5% arcane Max.HP +80.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Wil +2 Cun +5 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+5 eff.) ---------- misc Infravis +1 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Cun dps ---------- Melee+ 8 darkness Dmg.mod +5% darkness Res.pen +10% acid +5% blight Acc +12 (+4 eff.) Melee Ret 4 acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +12% darkness +6% light ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 48.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +3 Cun +2 Str dps ---------- Melee Ret 2 cold ----- def ----- Resists +3% cold Blast the opponent's mind dealing 109 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con +1 Wil dps ---------- Mind.crit +1% Mind.pwr +20 (+8 eff.) Dmg.mod +3% darkness Res.pen +5% darkness ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +11% temporal Res.pen +5% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Armour +8 Defense +8 (+4 eff.) Resists +11% temporal Max.HP +24.00 Disarm- +20% Pinning- +26% Knockbk- +25% ---------- misc Max.stam +10.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% 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! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Mind.crit +3% Dmg.mod +3% mind Res.pen +10% mind Melee Ret 2 mind ---------- misc Max.psi +20.00 Amulets make your neck look great! |
In main hand | ![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego] Master When used to Attack: Power 156% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +172 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Dmg.mod +6% mind +3% arcane Melee Ret 4 arcane ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 127% Range: 1.4x Uses 150% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+5 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Crit.mult +5.00% Mind.pwr +5 (+2 eff.) Dmg.mod +9% arcane Res.pen +5% mind ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Max.HP +121.00 HP.reg +4.00 Heal.mod +22% ---------- misc Mana/s.crit +1.00 Max.psi +30.00 A suit of armour made of mail. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (143% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 2 physical, 5 darkness, 4 arcane, 5 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% mind Confus- +22% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+7 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Defense +4 (+2 eff.) Resists +10% arcane +10% blight Affinity +20% arcane Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 3.0 T3 battleaxe 2H weapon [Ego] Master Power 150% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +42% Massive two-handed battleaxes. |
![]() 3.0 T3 battleaxe 2H weapon [Ego++] Arcane Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 3 On Hit: 20% Curse of Impotence 3 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 17 While equipped: ----- def ----- Disease- +29% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Master Power 133% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +9% physical Acc +9 (+3 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane Power 131% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: ----- def ----- Resists +7% temporal Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Psionic Power 134% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 cold Massive two-handed swords. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +5 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +20% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +8 fire Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Ego] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Arcane/Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 133% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Con dps ---------- Phys.crit +5.0% Phys.pwr +14 (+7 eff.) Res.pen +6% physical ----- def ----- Disarm- +16% Blunt and deadly. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +4 temporal +12 arcane On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 85 damage over 5 turns and reducing armor and accuracy by 11 While equipped: dps ---------- Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% fire +3% temporal One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Master Power 114% 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 ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Arcane Power 102% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 light Against +10% Undead While equipped: Stats +5 Cun dps ---------- Crit.mult +15.00% ----- def ----- Resists +3% darkness Confus- +20% ---------- misc Hate/m.crit +3.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +7 (+2 eff.) Apr +7 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +5.0% Atk.spd 100% Phasing +11% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 51 damage Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 105% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 17 While equipped: ----- def ----- Disease- +15% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Arcane Power 104% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +8.0% Atk.spd 100% On Hit.r1 +8 fire While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +15% acid Res.pen +15% physical Sharp, short and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 6 physical Dmg.mod +4% physical Res.pen +8% physical ----- def ----- Resists +6% physical ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 mindstar 1H weapon [Normal] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% cold Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +6 lightning While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +10% lightning Acc +5 (+1 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 lightning While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +8% lightning Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Random Unique] Master/Psionic Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +2 Crit +10.5% Capacity 19 Ranged+ +9 physical +8 darkness +16 cold On Hit.r1 +4 cold On Crit.r2 +4 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage On Crit: * Wound the target dealing 94 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 95% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 While equipped: Stats +1 Mag dps ---------- Res.pen +10% fire Apr +1 ----- def ----- Armour +14 Defense +10 (+5 eff.) Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 96% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +23 While equipped: Stats +1 Con ----- def ----- Armour +17 Fatigue +8% Resists +5% acid +6% fire +5% cold +6% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 On Hit.r1 +12 fire On Crit.r2 +8 light While equipped: Stats +3 Str +2 Dex dps ---------- Melee+ 6 fire Acc +6 (+2 eff.) Melee Ret 3 fire ----- def ----- Armour +4 Fatigue +8% Resists +14% acid +6% fire +5% cold +6% lightning ---------- misc Light +2 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 37 [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +9 Mag +4 Con dps ---------- Dmg.mod +11% physical +8% temporal Res.pen +6% physical +6% temporal ----- def ----- Resists +24% acid +9% all Anom.red +11 ---------- misc Equi/ret +0.08 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +15 (+6 eff.) ----- def ----- Armour +4 Defense +16 (+8 eff.) Fatigue +7% Resists +17% acid +15% fire Teleport- +10% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% light +11% darkness +6% arcane Spell.save +12 (+6 eff.) A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% acid +13% light +12% darkness A suit of armour made of metal plates. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +11 Fatigue +22% Resists +13% blight +11% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +6% light Spell.save +6 (+3 eff.) ---------- misc Max.stam +20.00 Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +9% acid Res.pen +10% light ----- def ----- Defense +7 (+4 eff.) Resists +6% acid Phys.save +6 (+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 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Wil +3 Con dps ---------- Dmg.mod +18% cold Res.pen +10% light Melee Ret 8 cold ----- def ----- Armour +2 Crit.chn- 5.00% Disarm- +28% ---------- misc Light +2 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +2 Dex dps ---------- Phys.crit +1.0% Melee Ret 8 lightning ----- def ----- Armour +1 Fatigue +1% Resists +1% physical ---------- misc Stam/ret +0.80 Equi/ret +0.90 A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +7% cold Die.at -20.00 life ---------- misc Psi/ret +0.08 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Res.pen +15% acid ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind 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. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +1 Cun dps ---------- Phys.crit +2.0% Acc +4 (+1 eff.) Melee Ret 6 lightning ---------- misc Max.stam +20.00 Light +2 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 20 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 9 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 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
By Alre the Drem Stone Warden level 15
8th Loss 122nd year of Ascendancy at 00:06 see stats
By Alre the Drem Stone Warden level 10
23rd Voratun 122nd year of Ascendancy at 18:06 see stats
By Alre the Drem Stone Warden level 20
16th Shortage 122nd year of Ascendancy at 04:12 see stats
By Alre the Drem Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 18:15 see stats
By Alre the Drem Stone Warden level 10
25th Voratun 122nd year of Ascendancy at 14:51 see stats
By Alre the Drem Stone Warden level 15
20th Loss 122nd year of Ascendancy at 19:10 see stats
By Alre the Drem Stone Warden level 20
17th Shortage 122nd year of Ascendancy at 06:55 see stats
Log
Alre's armour is damaged!
Poltergeist steel greatmaul 'Earykath' uses Beckon.
Alre has been beckoned.
Animated slime-covered dwarven-steel greatmaul of crippling hits Alre for 194 physical damage.
Alre hits Animated slime-covered dwarven-steel greatmaul of crippling for 15 nature, 18 light, 9 darkness, 13 arcane, 16 nature, 18 light, 9 darkness, 13 arcane (112 total damage).
Alre hits Poltergeist steel greatmaul 'Earykath' for 15 light, 15 light (31 total damage).
Melee retaliation hits Animated slime-covered dwarven-steel greatmaul of crippling for 3 acid, 2 mind, 1 cold, 10 arcane (15 total damage).
Alre struggles against the beckoning.
Alre casts Gem Portal.
Alre casts Gem Portal.
Alre uses Infusion: Movement.
Alre is moving at extreme speed!
Alre slows down.
Alre performs a melee critical strike against Animated slime-covered dwarven-steel greatmaul of crippling!
Alre hits Animated slime-covered dwarven-steel greatmaul of crippling for 27 physical, 18 light, 9 darkness, 13 arcane, 48 physical, 18 light, 9 darkness, 13 arcane (157 total damage).
Alre hits Poltergeist steel greatmaul 'Earykath' for 15 light, 15 light (31 total damage).
Bleeding from Crystaline Half (Alre) hits Animated slime-covered dwarven-steel greatmaul of crippling for 5 physical damage.
Black Blood Bleeding from Alre hits Animated slime-covered dwarven-steel greatmaul of crippling for 17 darkness damage.
Bleeding from Animated slime-covered dwarven-steel greatmaul of crippling hits Poltergeist steel greatmaul 'Earykath' for 32 physical damage.
Alre counter attacks Animated slime-covered dwarven-steel greatmaul of crippling with her shield shards!
Poltergeist steel greatmaul 'Earykath' uses Warshout.
Alre wanders around!
Animated slime-covered dwarven-steel greatmaul of crippling hits Alre for 142 physical damage.
Alre hits Animated slime-covered dwarven-steel greatmaul of crippling for 15 nature, 18 light, 9 darkness, 13 arcane, 18 nature, 18 light (92 total damage).
Alre hits Poltergeist steel greatmaul 'Earykath' for 15 light, 15 light (31 total damage).
Melee retaliation hits Animated slime-covered dwarven-steel greatmaul of crippling for 3 acid, 2 mind, 1 cold, 10 arcane (15 total damage).
Melee retaliation killed Animated slime-covered dwarven-steel greatmaul of crippling!
Poltergeist steel greatmaul 'Earykath' stops bleeding.