














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Forbidden Cults 1.6.7Official 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 | Madness Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Oozemancer |
| Level / Exp | 23 / 14% |
| Size | big |
| Lifes / Deaths | Killed by Emoriwen the gloomy white wolf at level 18 on the 34th Dearth 122nd year of Ascendancy at 12:01 / 2Killed by corrupted gigantic sandworm tunneler at level 23 on the 10th Shortage 122nd year of Ascendancy at 18:05 |
| Antimagic | Follower |
Primary Stats
| Strength | 1 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 5 (base 20) |
| Magic | 1 (base 10) |
| Willpower | 55.336250513196 (base 53) |
| Cunning | 34.336250513197 (base 38) |
Resources
| Life | -136/681 |
| Equilibrium | 53 |
| Healing Factor | 1.1071428571429 |
| Regeneration | 6.3232557616354 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 5 |
| See Stealth | 28.248130177415 |
| See Invisible | 34.248130177415 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 40 |
| Crit Chance | 9% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 30 |
| Accuracy | 40 |
| Crit Chance | 10% |
| APR | 31 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 1 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Nature | +50% |
| Temporal | +9% |
| Darkness | +4% |
| Mind | +22% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Acid | +25% |
| Fire | +25% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 37 |
| Mental Save | 43 |
Defense: Resistances
| Nature | + 70%( 70%) |
| Acid | + 70%( 70%) |
| Light | + 62%( 70%) |
| Temporal | + 70%( 70%) |
| Cold | + 61%( 70%) |
| Lightning | + 62%( 70%) |
| Fire | + 70%( 70%) |
| All | + 57%( 70%) |
Defense: Immunities
| Bleed Resistance | 63% |
| Confusion Resistance | 42% |
| Instadeath Resistance | 100% |
| Poison Resistance | 83% |
| Blind Resistance | 63% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Moss | 1.60 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mucus | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Wild-gift / Slime | 1.50 |
| 2/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Wild-gift / Ooze | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Acidic Skin |
| talent | Psiblades |
| talent | Mitosis |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Huge cut that bleeds, doing 104.41 physical damage per turn. Bleeding |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | You gain 27% resistance against acid, fire and temporal. Resolve |
| beneficial effect | The target ignores pain, reducing all damage taken by 40%. Pain Suppression |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 20. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | active |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | 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 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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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. | 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: * '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.' * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed giant spider spinneret. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Lisureta' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Str / +2 Con Changes resistances: +6% nature Critical mult.: +10.00% Spell save: +6 (+3 eff.) Equilibrium when hit: +0.04 Only die when reaching: -40.00 life Mindpower: +30 (+8 eff.) Mental crit. chance: +2% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Light source | brass lantern 'Gleamgrind'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +8 Changes resistances: +9% acid / +6% light Confusion immunity: +20% Maximum life: +44.00 Light radius: +4 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. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 10/30) : Effective talent level: 1.0 Power cost: 15 out of 10/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 24.14 to 72.41 lightning damage (48.28 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Tool | Carrionbore [power 105] (13/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 66% Damage when hit (Melee): 2 acid Changes resistances: +6% temporal Changes resistances penetration: +25% acid Changes damage: +9% nature / +9% temporal It can be used to blast the opponent's mind dealing 54 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring 'Isobeth'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 5% Changes stats: +4 Cun Reduces incoming crit damage: 15.00% Mental save: +6 (+2 eff.) Confusion immunity: +22% See invisible: +6 Rings can have magical properties. |
| On fingers | rogue's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +13 (+12 eff.) Armour penetration: +9 Defense: +17 (+9 eff.) Changes stats: +4 Cun It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: 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 can have magical properties. |
| Around neck | Voramina the GlintjamCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Talent mastery: +0.22 Wild-gift / Eyal's fury Mental save: +6 (+2 eff.) Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Mindpower: +20 (+5 eff.) Light radius: +2 Amulets can have magical properties. |
| In main hand | Gilatir the Pusblow (2-2.2 power, 14 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.0 - 2.2 Uses stats: 72% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +14 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +8 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 30% Damage when hit (Melee): 6 nature Changes stats: +4 Cun / +2 Dex Changes resistances penetration: +5% nature Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +2 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. |
| Around waist | Sunsquall the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +4 (+2 eff.) Changes stats: +3 Wil Changes resistances: +12% fire Changes resistances penetration: +25% fire Spell save: +8 (+4 eff.) Psi when hit: +0.08 Mindpower: +25 (+6 eff.) Size category: +1 A belt that goes around your waist. |
| In off hand | Khelyrand the vined mindstar (4.5-4.95 power, 22 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 72% Wil, 43% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +22 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +12 mind / +4 temporal When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 5% Damage (Melee): 6 mind / 5 darkness Changes stats: +4 Wil Changes damage: +22% mind / +4% darkness Talent granted: +1 Attune Mindstar Mindpower: +5 (+1 eff.) Mental crit. chance: +4% 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. |
| Cloak | linen cloak 'Glimmercast' (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 6 light / 2 lightning Changes stats: +3 Wil Changes resistances: +6% light / +3% lightning Changes resistances penetration: +10% nature / +5% light Changes damage: +6% nature Mental save: +6 (+2 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 | Evermoss Robe (12 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 35 nature slow Changes stats: +5 Wil Changes resistances: +25% nature / +13% all Changes resistances penetration: +10% nature Changes damage: +30% nature Talent mastery: +0.30 Wild-gift / Moss Physical save: +15 (+8 eff.) Life regen: +0.20 Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Healing mod.: +15% This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
Primal Infusion (affinity 15%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the warrior (speed 530%; cd 16)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 530% 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 Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.teleportation rune (range 22; cd 11) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 22 with a minimum range of 15. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Camyrab the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +4 Str / +7 Wil Changes resistances: +3% acid Talent mastery: +0.13 Wild-gift / Slime Spell save: +6 (+3 eff.) Infravision radius: +3 Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
ManyregozilasinInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +10 (+10 eff.) Defense: +5 (+3 eff.) Changes resistances: +11% mind Changes damage: +12% mind Physical save: +3 (+2 eff.) Confusion immunity: +22% Maximum stamina: +20.00 Amulets can have magical properties. |
cleansing steel amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% nature / +12% blight Poison immunity: +24% Disease immunity: +27% Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 404 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Chamurochik the FlamesawInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% fire Changes resistances penetration: +15% mind / +20% fire Changes damage: +12% blight Mental save: +6 (+2 eff.) Confusion immunity: +30% Spellpower: +5 (+5 eff.) Rings can have magical properties. |
gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
mule's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +20 Stun/Freeze immunity: +21% Life regen: +2.00 Rings can have magical properties. |
savior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+4 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel battleaxe (31.5-47.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed battleaxes. |
Boltrace the steel dagger (10.5-13.65 power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 10.5 - 13.7 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +8 lightning When wielded/worn: Accuracy: +11 (+11 eff.) Defense: +6 (+3 eff.) Damage when hit (Melee): 2 mind Changes stats: +2 Str / +8 Wil / +6 Con Changes damage: +7% physical Critical mult.: +10.00% Disarm immunity: +20% Maximum life: +27.00 Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+8 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+8 eff.) Disarm immunity: +50% Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
This item will automatically be transmogrified when you leave the level.manaburning dwarven-steel greatmaul (41-61.5 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.0 - 61.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 17 arcane resource burn Massive two-handed mauls. |
dwarven-steel mace 'Blazelord' (37-51.8 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 37.0 - 51.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 12% chance to reduce strength, dexterity, and constitution by 5 Damage (Melee): +8 blight When wielded/worn: Accuracy: +7 (+7 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 20% chance to reduce armor by 5% Changes resistances: +3% lightning Changes damage: +9% lightning Disarm immunity: +28% Blunt and deadly. |
Murkkiller the drakeskin leather slingRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). On weapon hit: * 10% chance to reduce damage dealt by 30% Damage (Ranged): +8 darkness When wielded/worn: Physical power: +11 (+6 eff.) Ammo reloads per turn: +3 Changes stats: +4 Str / +4 Mag Changes resistances penetration: +20% acid / +9% temporal / +15% darkness / +10% physical Changes damage: +6% acid / +8% temporal / +6% darkness / +9% physical Talent mastery: +0.10 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Slings are used to hurl stones or metal shots at your foes. |
rough leather belt 'Glaciermoon'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Changes stats: +1 Cun Changes resistances: +6% cold Changes resistances penetration: +15% cold Maximum life: +34.00 Mindpower: +15 (+4 eff.) A belt that goes around your waist. |
murderer's linen cloak of implacability (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Armour penetration: +3 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +1 Dex Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.spellcowled cashmere cloak (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Wil / +3 Mag Spell save: +7 (+3 eff.) Maximum mana: +47.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layobrevea the linen robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Accuracy: +5 (+5 eff.) Changes resistances: +13% physical / +9% darkness / +7% all Changes damage: +13% physical Reduces incoming crit damage: 10.00% Silence immunity: +20% Maximum life: +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+15 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level.slimy cashmere robe of the mountain (+11%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Effects when hit in melee: * 6% chance to slow global speed by 66% * 3 arcane resource burn Changes resistances: +13% physical / +11% all Changes damage: +13% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cinderwalker (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +6 Lck / +3 Dex Changes resistances: +3% lightning / +3% darkness Changes resistances penetration: +15% fire Stealth bonus: +7 Spell save: +6 (+3 eff.) A pair of boots made of leather. |
pair of iron boots 'Dimwrest' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Changes stats: +9 Wil Changes resistances penetration: +5% darkness / +15% blight Maximum encumbrance: +24 Physical save: +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.scouring dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects when hit in melee: * 17 arcane resource burn Spell save: +9 (+4 eff.) 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. |
Grinogandur (0 def, 10 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+15 eff.) Physical power: +15 (+8 eff.) Armour: +10 Fatigue: +4% Changes stats: +5 Con Changes resistances: +6% lightning / +1% physical / +9% fire Spell save: +3 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iseyana the linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Wil Changes damage: +9% acid Equilibrium when hit: +0.80 Psi when hit: +0.90 Hate when hit: +0.90 Hate when firing a critical mind attack: +3.00 Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.bladed dwarven-steel helm of knowledge (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Str / +3 Cun / +3 Wil Mindpower: +4 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 0.7 Physical damage. If the attack hits, the target is confused (8% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour of acid resistance (2 def, 13 armour) Requires: - Heavy armour training - Strength 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +16% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.rejuvenating hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+5 eff.) Fatigue: +8% Changes resistances: +15% acid Life regen: +3.00 Stamina each turn: +0.50 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel shield 'Obsidiangrit' (0 def, 9 armour, 116 block) Requires: - Shield usage training - Strength 24 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +9 Fatigue: +8% Effects on melee hit: * 20% chance to reduce all saves and defense by 38 Changes resistances: +3% lightning / +9% darkness Changes damage: +9% mind Talent granted: +1 Block Handheld deflection devices. |
voratun shield of lightning resistance (+15%) (0 def, 10 armour, 187.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +10 Fatigue: +8% Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
369 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to 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. |
2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bariyafang the HellsspawnInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +20 (+10 eff.) Damage when hit (Melee): 2 physical Changes resistances penetration: +5% fire Physical save: +12 (+6 eff.) Light radius: +3 Healing mod.: +12% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(112 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Ce'Nelaith the Blindroar [power 116] (13/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +3% lightning / +6% fire / +6% light Changes damage: +6% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Islusewe' [power 116] (13/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% nature / +3% cold / +3% mind / +3% fire It can be used to sting an enemy dealing 73 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kovdan the Dwarf Oozemancer level 16
5th Dearth 122nd year of Ascendancy at 04:51 see stats
Exterminator (Madness (Roguelike) difficulty)
Killed 1000 creatures.By Kovdan the Dwarf Oozemancer level 20
27th Loss 122nd year of Ascendancy at 12:17 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Kovdan the Dwarf Oozemancer level 10
26th Profit 122nd year of Ascendancy at 07:45 see stats
Level 20 (Madness (Roguelike) difficulty)
Got a character to level 20.By Kovdan the Dwarf Oozemancer level 20
13rd Loss 122nd year of Ascendancy at 11:42 see stats
Squadmate (Madness (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Kovdan the Dwarf Oozemancer level 6
20th Voratun 122nd year of Ascendancy at 01:46 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Kovdan the Dwarf Oozemancer level 12
4th Wealth 122nd year of Ascendancy at 22:15 see stats
Treasure Hoarder (Madness (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kovdan the Dwarf Oozemancer level 22
9th Shortage 122nd year of Ascendancy at 15:41 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kovdan the Dwarf Oozemancer level 14
13rd Wealth 122nd year of Ascendancy at 11:27 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Kovdan the Dwarf Oozemancer level 18
34th Dearth 122nd year of Ascendancy at 12:02 see stats
Log
Corrupted gigantic sandworm tunneler uses Block.
Dark Whispers from Corrupted gigantic sandworm tunneler hits Kovdan's mucus ooze for 39 darkness damage.
Kovdan's healing nature area effect hits Corrupted gigantic sandworm tunneler for (49 blocked), 0 nature (0 total damage).
Talent Reabsorb is ready to use.
Bloated ooze misses Corrupted gigantic sandworm tunneler.
Dark Whispers from Corrupted gigantic sandworm tunneler hits Bloated ooze for 28 darkness damage.
Corrupted gigantic sandworm tunneler loses 8 health to the entropy.
Corrupted gigantic sandworm tunneler speeds up.
Dark Whispers from Corrupted gigantic sandworm tunneler hits Kovdan's mucus ooze for 35 darkness damage.
Crippling Poison from Kovdan hits Corrupted gigantic sandworm tunneler for (40 blocked), 0 nature (0 total damage).
Thorn Grab from Kovdan hits Corrupted gigantic sandworm tunneler for (31 blocked), 0 nature (0 total damage).
Poison from Kovdan hits Corrupted gigantic sandworm tunneler for (104 blocked), 91 nature (92 total damage).
Kovdan uses Reabsorb.
Kovdan lessens the pain.
Kovdan hits Corrupted gigantic sandworm tunneler for 0 arcane, (14 blocked), 0 lightning (0 total damage).
Kovdan's mucus ooze misses Corrupted gigantic sandworm tunneler.
Dark Whispers from Corrupted gigantic sandworm tunneler hits Kovdan's mucus ooze for 36 darkness damage.
Dark Whispers from Corrupted gigantic sandworm tunneler killed Kovdan's mucus ooze!
Corrupted gigantic sandworm tunneler uses Dual Strike.
Corrupted gigantic sandworm tunneler performs a melee critical strike against Kovdan!
Kovdan starts to bleed.
Corrupted gigantic sandworm tunneler slows down.
Kovdan is stunned!
Corrupted gigantic sandworm tunneler performs a melee critical strike against Kovdan!
Kovdan shares damage with his oozes!
Corrupted gigantic sandworm tunneler hits Kovdan for 683 physical, 4 acid, 3 fire, 81 physical, 2 acid, 3 fire, 27 healing (778 total damage) [28 healing].
Melee retaliation hits Corrupted gigantic sandworm tunneler for 1 lightning, 22 acid, 5 light, 8 nature, 1 acid, 48 nature, 0 lightning, 9 acid, 2 light, 3 nature, 0 acid, 20 nature (126 total damage).
Kovdan's healing nature area effect hits Corrupted gigantic sandworm tunneler for 20 nature damage.
Kovdan gains 0% of a turn from Ancestral Life.












































































































