Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 | 
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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 1.3.0Donators/Buyers bonus! Steamtech UI 1.1.4 | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 11 / 22% | 
| Size | big | 
| Lifes / Deaths | Killed by Why can't I beat this gam at level 11 on the 40th Profit 122nd year of Ascendancy at 11:323 / 1 | 
Primary Stats
| Strength | 19 (base 14) | 
| Dexterity | 10 (base 10) | 
| Constitution | 24 (base 20) | 
| Magic | 22 (base 24) | 
| Willpower | 29 (base 24) | 
| Cunning | 10 (base 10) | 
Resources
| Life | 363/363 | 
| Mana | 255/255 | 
| Equilibrium | 0 | 
| Healing Factor | 1 | 
| Regeneration | 0.25 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | -66.666666666667% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 36 | 
| Accuracy | 28 | 
| Crit Chance | 4% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 17 | 
| Accuracy | 28 | 
| Crit Chance | 4% | 
| APR | 0 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 21 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 22.15 | 
| Crit Chance | 2% | 
| Speed | 1 | 
Defense: Base
| Armour (hardiness) | 26.3 (66.666666666667%) | 
| Defense | 19 | 
| Ranged Defense | 24.5 | 
| Fatigue | 31 | 
| Physical Save | 20.9625 | 
| Spell Save | 24.8625 | 
| Mental Save | 22.2625 | 
Defense: Resistances
| All | + 4%( 70%) | 
Defense: Immunities
| Disarm Resistance | 23% | 
| Stun Resistance | 21% | 
| Pinning Resistance | 21% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 20% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 50 and cleanse 1 wound and poison effect. | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.20 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen vines | 1.41 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Spell / Stone | 1.20 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 4/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased.Zero Gravity | 
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He 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 warrior to the recall portal on level 2 of Norgos Lair.Escort: lost warrior (level 2 of Norgos Lair) As a reward you improved Constitution by +1. | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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. | active | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active | 
| 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You heard a plea for help and decided to investigate...Trapped! Only to find yourself trapped inside an unknown tunnel complex. | done | 
Equipment
| On feet | dreamer's pair of iron boots of uncanny dodging (2 def, 3 armour)dreamer's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +2 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Physical save: +6 (+3 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source | bright brass lanternbright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: 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 | champion's iron helm (0 def, 3 armour)champion's iron helm (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Wil Mental save: +5 (+2 eff.) Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| Tool | Prox's Lucky Halfling FootProx's Lucky Halfling Foot Powered by arcane forces 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 (cooling down: 5 turns) 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. | 
| On fingers | copper ring of tenacitycopper ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +20.00 Rings can have magical properties. | 
| Around waist | rough leather belt of the giantsrough leather belt of the giants Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. | 
| In main hand | iron shield (4 def, 2 armour, 9-10.8 power, 17 block)iron shield (4 def, 2 armour, 9-10.8 power, 17 block) Requires: - Strength 11 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.0 - 10.8 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +17 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Talent granted: +1 Block Handheld deflection devices. | 
| On hands | Cleansekarma the iron gauntlets (0 def, 6 armour)Cleansekarma the iron gauntlets (0 def, 6 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +6 Damage (Melee): 6 physical Changes stats: +2 Dex Changes damage: +3% physical Maximum stamina: +5.00 Metal gloves protecting the hands up to the middle of the lower arm. | 
| In off hand | iron shield of fire resistance (+16%) (4 def, 2 armour, 7.5-9 power, 17.5 block)iron shield of fire resistance (+16%) (4 def, 2 armour, 7.5-9 power, 17.5 block) Requires: - Strength 11 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 7.5 - 9.0 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.5% Block value: +18 When wielded/worn: Armour: +2 Defense: +4 (+2 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Changes resistances: +16% fire Talent granted: +1 Block Handheld deflection devices. | 
| Main armor | spiked iron mail armour (2 def, 4 armour)spiked iron mail armour (2 def, 4 armour) Requires: - Strength 14 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 11 physical A suit of armour made of mail. | 
| Around neck | grounding copper amulet of mastery (0.11 Wild-gift / Earthen vines)grounding copper amulet of mastery (0.11 Wild-gift / Earthen vines) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Talent mastery: +0.11 Wild-gift / Earthen vines Stun/Freeze immunity: +21% Amulets can have magical properties. | 
Inventory
| This item will automatically be transmogrified when you leave the level.iron battleaxe of erosion (15-22.5 power, 1 apr) iron battleaxe of erosion (15-22.5 power, 1 apr) Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% Damage (Melee): +7 nature / +9 temporal Massive two-handed battleaxes. | 
| This item will automatically be transmogrified when you leave the level.iron longsword (10.5-14.7 power, 2 apr) iron longsword (10.5-14.7 power, 2 apr) Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. | 
| This item will automatically be transmogrified when you leave the level.flaming iron waraxe of paradox (12-16.8 power, 2 apr) flaming iron waraxe of paradox (12-16.8 power, 2 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +5 temporal Burst (radius 1) on hit: +5 fire When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +6% temporal One-handed war axes. | 
| This item will automatically be transmogrified when you leave the level.mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) mindwoven linen wizard hat of lightning (+16%) (1 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +16% lightning Changes damage: +11% lightning Psi each turn: +0.12 Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... | 
| Newly picked upGoreprophet (3 def, 6 armour) Goreprophet (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 8 mind / 4 nature Changes resistances: +18% lightning / +18% fire Changes resistances penetration: +15% mind Changes damage: +3% nature Life regen: +1.50 Maximum life: +40.00 Healing mod.: +16% A suit of armour made of leather. | 
| Gilurab the steel plate armour (4 def, 14 armour)Gilurab the steel plate armour (4 def, 14 armour) Requires: - Strength 28 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +14 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +1 Con See invisible: +12 A suit of armour made of metal plates. | 
| This item will automatically be transmogrified when you leave the level.Eradunahir (21/21, 13-18.2 power, 5 apr) Eradunahir (21/21, 13-18.2 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.0 - 18.2 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 21 On weapon hit: * 10% chance to knock the target back Damage (Ranged): +8 mind / +16 physical Burst (radius 2) on crit: +4 mind Arrows are used with bows to pierce your foes to death. | 
| 3 agate3 agate 0.00 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. | 
| aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
| 3 spinel3 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 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. | 
| brass lanternbrass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. | 
| Scrying OrbScrying Orb Powered 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)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, costing 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 ChestTransmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
| iron torque of thermal psionic shield [power 23]  (20 cooldown)iron torque of thermal psionic shield [power 23]  (20 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 23 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. | 
| This item will automatically be transmogrified when you leave the level.shadowy elm wand of trap destruction [power 20]  (15 cooldown) shadowy elm wand of trap destruction [power 20] (15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to disarm traps (20 disarm power, Magic) along a range 2 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
| 4 ametrine4 ametrine 0.00 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. | 
| 6 citrine6 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
| 4 zircon4 zircon 0.00 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
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Why can't I beat this gam the Dwarf Stone Warden level 10
11st Profit 122nd year of Ascendancy at 14:35 see stats
 Rescuer of the lost
			Rescued the merchant from the assassin lord.
			Rescuer of the lost
			Rescued the merchant from the assassin lord.By Why can't I beat this gam the Dwarf Stone Warden level 11
24th Profit 122nd year of Ascendancy at 22:44 see stats
 Squadmate
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Why can't I beat this gam the Dwarf Stone Warden level 4
20th Voratun 122nd year of Ascendancy at 07:06 see stats
 The Arena
			Unlocked Arena mode.
			The Arena
			Unlocked Arena mode.By Why can't I beat this gam the Dwarf Stone Warden level 9
6th Profit 122nd year of Ascendancy at 20:20 see stats
 The secret city
			Discovered the truth about mages.
			The secret city
			Discovered the truth about mages.By Why can't I beat this gam the Dwarf Stone Warden level 10
17th Profit 122nd year of Ascendancy at 22:42 see stats
Log
Talent Stone Vines is ready to use.
Bleeding from Why can't I beat this gam hits Why can't I beat this gam for 7 physical damage.
Talent Eldritch Blow is ready to use.
Bleeding from Why can't I beat this gam hits Why can't I beat this gam for 7 physical damage.
Why can't I beat this gam casts Eldritch Blow.
Why can't I beat this gam misses Why can't I beat this gam.
Why can't I beat this gam is stunned!
Why can't I beat this gam hits Why can't I beat this gam for 21 arcane, 7 physical, 9 arcane, 6 arcane, 13 physical (57 total damage).
Why can't I beat this gam stops bleeding.
Why can't I beat this gam shrugs off some effects!
Why can't I beat this gam is not stunned anymore.
Talent Block is ready to use.
Talent Rockwalk is ready to use.
Talent Earthen Missiles is ready to use.
Talent Infusion: Regeneration is ready to use.
Why can't I beat this gam casts Earthen Missiles.
Why can't I beat this gam starts to bleed.
Why can't I beat this gam's Earthen Missiles hits Why can't I beat this gam for 21 physical, 4 physical (25 total damage).
Why can't I beat this gam's Earthen Missiles hits Why can't I beat this gam for 21 physical, 4 physical (25 total damage).
Why can't I beat this gam the level 11 dwarf stone warden was hacked apart to death by himself, by accident of course, on level 2 of Ruins of Kor'Pul.
You have 3 life(s) left.
Why can't I beat this gam deactivates Eldritch Infusion.
Why can't I beat this gam stops bleeding.
You are no longer encumbered.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
