



















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Sawbutcher |
| Level / Exp | 24 / 48% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 21 on the 21st Dearth 122nd year of Ascendancy at 23:21 / 2Killed by Emelassra the Guardian at level 24 on the 17th Loss 122nd year of Ascendancy at 05:55 |
Primary Stats
| Strength | 66 (base 28) |
| Dexterity | 25 (base 23) |
| Constitution | 52 (base 21) |
| Magic | 8 (base 10) |
| Willpower | 38 (base 10) |
| Cunning | 60 (base 52) |
Resources
| Life | -322/852 |
| Steam | 92/100 |
| Healing Factor | 1.9376385665013 |
| Regeneration | 37.836226159694 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 100 |
| Accuracy | 40 |
| Crit Chance | 42% |
| APR | 34 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 46 |
| Accuracy | 40 |
| Crit Chance | 36% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +9% |
| Physical | +18% |
| Light | +10% |
| Nature | +8% |
Defense: Base
| Armour (hardiness) | 69.08934837382 (81.151787968034%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 47 |
| Physical Save | 41 |
| Spell Save | 27 |
| Mental Save | 34 |
Defense: Resistances
| Acid | -9%( 70%) |
| Blight | + 30%( 70%) |
| Physical | + 36%( 70%) |
| Cold | + 55%( 70%) |
| All | 0%( 70%) |
| Light | + 30%( 70%) |
| Mind | + 12%( 70%) |
| Fire | + 18%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Bleed Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
| Poison Resistance | 50% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.0 steam per turn. Can be activated for an instant burst of 25 steam. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 116% efficiency and cooldown mod of 75%. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.0 steam per turn. Can be activated for an instant burst of 40 steam. Its effects scale with your Strength stat. |
Class Talents
| Steamtech / Sawmaiming | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 1/5 |
| Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Battlefield management | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Furnace | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Steamtech / Butchery | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Dreadfell. Escort: temporal explorer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 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 fire dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 |
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! | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Vorarin the pair of dwarven-steel boots (0 def, 10 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +10 Fatigue +3% ---------- misc Stam/turn +3.40 Max.stam +11.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 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.(94 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Kilnrend' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% mind Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +3% Resists +10% blight +6% fire +12% mind +6% acid Mind.save +9 (+5 eff.) A cap made of leather. |
| On hands | iron gauntlets 'Aromima' (0 def, 11 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 physical Dmg.mod +10% physical Acc +15 (+5 eff.) ----- def ----- Armour +11 Fatigue +1% 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. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | savage's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +10 (+3 eff.) Apr +10 ----- def ----- Defense +11 (+4 eff.) Spell.save +14 (+7 eff.) ---------- misc Max.stam +18.00 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 74% 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! |
| On fingers | Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
| In main hand | windwalling stralite steamsaw of cold resistance (+12%) (32-49 power, 16 apr) 3.0 T4 steamsaw 1H weapon [Ego+] Master/Psionic/Steamtech Power 32.5 - 48.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +20.0% Atk.spd 100% Block +69 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +19% cold +12% physical Shield.near.proj +44 Proj.slow +21% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Airquake (26-39 power, 12 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 26.0 - 39.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Apr +12 Crit +14.0% Atk.spd 100% Block +26 Melee+ +8 lightning On Crit.r2 +4 lightning On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Uses 1.0 Steam While equipped: dps ---------- Phys.crit +6.0% Melee Ret 6 lightning ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +6% cold ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +10% cold Spell.save +5 (+3 eff.) 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 | Borfast's Cage (10 def, 20 armour) 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+4 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +8.00 Poison- +50% Disease- +50% Cut- +50% Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
movement infusion (speed 609%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 27%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( )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. |
acid wave rune (damage 76; dur 4; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 76.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 277; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 277 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Back Support0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Rocket Boots0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
Ulykalthokor the steel greatmaul (30-45 power, 7 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.0% Atk.spd 100% On Hit.r1 +12 fire While equipped: Stats +3 Cun +2 Str dps ---------- Phys.crit +2.0% ----- def ----- Armour +8 Defense +25 (+9 eff.) Massive two-handed mauls. |
hateful stralite greatmaul of erosion (58-87 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego] Nature/Psionic Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +10 darkness +10 nature Against +19% Living Massive two-handed mauls. |
blazebringer's stralite greatsword of shearing (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego++] Nature/Master Power 50.0 - 80.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +27 fire While equipped: dps ---------- All.spd +1% Res.pen +17% fire +12% all Acc +13 (+4 eff.) Apr +10 Massive two-handed swords. |
stralite longsword of crippling (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Master Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 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% Sharp, long, and deadly. |
Dedication (31-43 power, 6 apr)3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Cun, 90% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
stralite mace of amnesia (36-50 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Psionic Power 36.0 - 50.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. |
dwarven-steel waraxe of massacre (23-32 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
truestriking stralite waraxe (33-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 33.0 - 46.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +8 (+2 eff.) Apr +6 One-handed war axes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 43.00 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
stralite dagger of shearing (29-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +13 (+4 eff.) Apr +8 Sharp, short and deadly. |
Mayoreda the dwarven-steel steamsaw (24-36 power, 0 apr)3.0 T3 steamsaw 1H weapon [Rare] Disrupt/Steamtech Power 24.0 - 36.0 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +9% acid +9% lightning +7% fire +10% cold +4% all Spell.save +7 (+4 eff.) ---------- misc Light +1 Infravis +3 Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
coruscating stralite steamsaw (34-52 power, 0 apr)3.0 T4 steamsaw 1H weapon [Ego+] Arcane/Steamtech Power 34.5 - 51.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +74 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str dps ---------- Melee Ret 13 fire ----- def ----- Armour +5 Defense +8 (+3 eff.) Fatigue +10% Resists +13% fire ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
deadly quiver of yew arrows of erosion (15/15, 41-57 power, 10 apr)3.0 T3 arrow ammo [Ego] Nature/Master Power 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 15 Ranged+ +11 nature Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of yew arrows of erosion (22/22, 32-46 power, 10 apr)3.0 T3 arrow ammo [Ego+] Nature/Psionic Power 32.5 - 45.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 22 Ranged+ +12 nature +11 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 141 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of elven-wood arrows of amnesia (20/20, 42-59 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego+] Psionic Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +10% blight +12% darkness +13% mind +11% all Phys.save +10 (+3 eff.) Spell.save +13 (+7 eff.) Mind.save +23 (+10 eff.) Max.HP +52.00 HP.reg +2.70 Heal.mod +16% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 15.10 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Eluganne (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +1 Str +2 Dex ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Resists +6% light +21% cold Phys.save +6 (+2 eff.) Max.HP +26.00 ---------- misc Light +1 A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% light +13% darkness A suit of armour made of mail. |
radiant stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +10% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
radiant dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +11 Fatigue +22% Resists +15% blight +12% darkness ---------- misc Light +2 A suit of armour made of metal plates. |
Mighty Girdle1.0 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. |
cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of Eldoral (2 def, 0 armour)2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hiromirig the dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% arcane ----- def ----- Armour +6 Fatigue +3% Resists +12% blight Phys.save +12 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) Die.at -60.00 life Max.HP +51.00 Def/telep +10 Res/telep +10% Dur/telep +10% 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. |
aegis cashmere wizard hat of light (+18%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Defense +2 (+1 eff.) Resists +18% light Shield.pwr +6% HP.reg +1.70 A pointy cloth hat, very wizardly... |
thaloren hardened leather hat of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Dex +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +7% blight Mind.save +7 (+4 eff.) A hat made of leather. Very stylish. |
Emyvea the hardened leather cap (10 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Dex ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +3% Resists +9% acid Max.HP +80.00 Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A cap made of leather. |
dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +6 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
warlord's dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +4 Str +4 Wil dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent healing salve [power 171] potent healing salve [power 171]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 171 Puts Talent Medical Injector on 15 cooldown Medical salve. |
powerful healing salve [power 212] powerful healing salve [power 212]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 212 Puts Talent Medical Injector on 15 cooldown Medical salve. |
potent pain suppressor salve [power 147] potent pain suppressor salve [power 147]1.0 T2 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -147 life and reduces all damage by 15% for 5 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)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. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By RipAndRoar the Dwarf Sawbutcher level 18
20th Wealth 122nd year of Ascendancy at 03:47 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By RipAndRoar the Dwarf Sawbutcher level 20
21st Dearth 122nd year of Ascendancy at 21:28 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By RipAndRoar the Dwarf Sawbutcher level 19
9th Dearth 122nd year of Ascendancy at 12:07 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By RipAndRoar the Dwarf Sawbutcher level 21
24th Dearth 122nd year of Ascendancy at 22:33 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By RipAndRoar the Dwarf Sawbutcher level 23
16th Loss 122nd year of Ascendancy at 05:26 see stats
Guiding Hand (Roguelike)
Saved all escorted adventurers.By RipAndRoar the Dwarf Sawbutcher level 23
16th Loss 122nd year of Ascendancy at 04:10 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By RipAndRoar the Dwarf Sawbutcher level 18
20th Wealth 122nd year of Ascendancy at 02:49 see stats
Level 10 (Roguelike)
Got a character to level 10.By RipAndRoar the Dwarf Sawbutcher level 10
41st Profit 122nd year of Ascendancy at 11:46 see stats
Level 20 (Roguelike)
Got a character to level 20.By RipAndRoar the Dwarf Sawbutcher level 20
10th Dearth 122nd year of Ascendancy at 04:44 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By RipAndRoar the Dwarf Sawbutcher level 5
17th Voratun 122nd year of Ascendancy at 23:16 see stats
The secret city (Roguelike)
Discovered the truth about mages.By RipAndRoar the Dwarf Sawbutcher level 13
1st Wealth 122nd year of Ascendancy at 05:20 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By RipAndRoar the Dwarf Sawbutcher level 19
2nd Dearth 122nd year of Ascendancy at 13:47 see stats
Unstoppable (Roguelike)
Returned from the dead.By RipAndRoar the Dwarf Sawbutcher level 21
21st Dearth 122nd year of Ascendancy at 23:21 see stats
Log
Emelassra the Guardian hits RipAndRoar for 67 physical, 2 light, 37 darkness, 14 blight, 90 physical, 38 darkness, 15 blight (262 total damage).
Poison from Emelassra the Guardian hits RipAndRoar for 11 nature damage.
Acid Splash from Emelassra the Guardian hits RipAndRoar for 14 acid damage.
The fabric of time around Emelassra the Guardian returns to normal.
Emelassra the Guardian stops bleeding.
Emelassra the Guardian stops burning.
RipAndRoar uses Spinal Break.
RipAndRoar misses Emelassra the Guardian.
RipAndRoar misses Emelassra the Guardian.
Emelassra the Guardian casts Acid Strike.
Ruin hits Emelassra the Guardian for 8 healing, 8 healing, 9 healing, 9 healing (0 total damage) [34 healing].
Melee retaliation hits Emelassra the Guardian for 1 lightning, 8 darkness, 1 acid, 1 lightning, 8 darkness, 1 acid, 1 lightning, 8 darkness, 1 acid, 1 lightning, 8 darkness, 1 acid (36 total damage).
Emelassra the Guardian hits RipAndRoar for 87 acid, 39 darkness, 15 blight, 91 acid, 2 light, 40 darkness, 15 blight, 129 acid, 39 blight, 41 darkness, 16 blight, 31 blight, 2 light, 42 darkness, 16 blight (605 total damage).
Talent Block is ready to use.
Talent Vitality is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent To The Arms is ready to use.
Poison from Emelassra the Guardian hits RipAndRoar for 11 nature damage.
Acid Splash from Emelassra the Guardian hits RipAndRoar for 14 acid damage.
Emelassra the Guardian activates his fur-lined leather wraps!
Emelassra the Guardian hurls a huge boulder at RipAndRoar!
RipAndRoar is knocked back!
Emelassra the Guardian hits RipAndRoar for 92 physical damage.
RipAndRoar is free from the acid.
Poison from Emelassra the Guardian hits RipAndRoar for 14 nature damage.
Emelassra the Guardian breathes lightning!
Emelassra the Guardian hits RipAndRoar for 237 lightning damage.
RipAndRoar the level 24 dwarf sawbutcher was shocked to death by Emelassra the Guardian on level 6 of Dreadfell.









































































































