
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Telekinetically Swap Tinkers 1.7.0Applies the existing "Gameplay | Swap tinkers" game option when wielding objects in the telekinetic slot via the Telekinetic Grasp talent, so that attached tinkers will (if requested) be transferred automatically from the old telekinetically-wielded item to the new one. (NOTE: If you are using this addon in conjunction with Use Item Shortcuts, you should upgrade the latter to release 2.13.0 or later. Similarly, if you are using this addon in conjunction with ZOmnibus Addon Pack or ZOmnibus Lite, you should upgrade the latter to release 17.7.4 or later.) 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:
Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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: 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.
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Campaign | Infinite |
Mode | Madness Roguelike |
Sex | Male |
Race | Skeleton |
Class | Adventurer |
Level / Exp | 9 / 40% |
Size | medium |
Lifes / Deaths | Killed by Animated arcing steel waraxe of massacre at level 9 on the 8th Mirth 122nd year of Ascendancy at 03:00 / 1 |
Primary Stats
Strength | 18 (base 12) |
Dexterity | 24 (base 13) |
Constitution | 12 (base 12) |
Magic | 34 (base 29) |
Willpower | 18 (base 12) |
Cunning | 21 (base 21) |
Resources
Mana | 148/188 |
Psi | 83/108 |
Vim | 92/132 |
Life | -47/404 |
Positive | 54/74 |
Steam | 100/100 |
Healing Factor | 1.0191526171258 |
Regeneration | 1.2739407714073 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 25 |
Accuracy | 43 |
Crit Chance | 8% |
APR | 2 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 41 |
Crit Chance | 6% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +3% |
Cold | +15% |
Darkness | +20% |
Blight | +3% |
Arcane | +18% |
Fire | +3% |
Mind | +3% |
Offense: Damage Penetration
Blight | +5% |
Light | +15% |
Defense: Base
Armour (hardiness) | 17 (30%) |
Defense | 26 |
Ranged Defense | 26 |
Fatigue | 4 |
Physical Save | 25 |
Spell Save | 20 |
Mental Save | 13 |
Defense: Resistances
Acid | + 8%( 70%) |
Blight | + 36%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Lightning | + 9%( 70%) |
Light | -10%( 70%) |
Temporal | + 5%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 20%( 70%) |
Mind | + 3%( 70%) |
Defense: Immunities
Pinning Resistance | 41% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 41% |
Poison Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
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 4.6 steam per turn. Can be activated for an instant burst of 23 steam. |
Class Talents
Celestial / Combat | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Psytech gunnery | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Scourge | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 4): Pacifist | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
Psionic focus | ![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Quiver | ![]() Polemina the Brightguile (2/21, 26-31 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 25.5 - 30.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-) Crit. chance: +4.5% (-) Capacity: 21 (-) On weapon hit: * 20% chance to reduce all saves and defense by 16 Damage (Ranged): +4(-) fire Damage (radius 1) on hit: +4(-) mind Shots are used with slings to pummel your foes to death. |
On hands | ![]() corrosive iron gauntlets of dexterity (+2) (0 def, 1 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 5(-) acid Changes stats: +2(-) Dex Changes resistances: +5%(-) acid Changes damage: +3%(-) acid 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. |
Light source | ![]() Quenchsteel Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 16(-) fire Changes resistances: +3%(-) blight / +6%(-) fire Changes resistances penetration: +5%(-) blight Changes damage: +3%(-) blight Light radius: +3 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() Porassra (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) (-) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 6(-) acid Changes stats: +1(-) Dex Changes resistances: +5%(-) fire / +6%(-) cold Only die when reaching: -40.00 life (-) A cap made of leather. |
On feet | ![]() Zurab the pair of iron boots (5 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +5 (+3 eff.) (-) Fatigue: +2% (-) Changes resistances: +3%(-) blight / +6%(-) fire / +6%(-) cold Physical save: +9 (+4 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Gorothad [power 100] (6/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Damage (Melee): 0(-10) item manaburn arcane Changes resistances: +3%(-) cold Spell save: +3 (+2 eff.) (-) Poison immunity: +10% (-) It can be used to blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Blazewinter the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) (-) Changes resistances penetration: +15%(-) light Changes damage: +3%(-) fire Disarm immunity: +20% (-) Pinning immunity: +21% (-) Knockback immunity: +23% (-) Maximum life: +24.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() Liselaith the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes resistances: +3% acid / +3% mind Changes resistances penetration: +0%(-15%) light Changes damage: +3% arcane / +0%(-3%) fire Physical save: +12 (+6 eff.) Disarm immunity: +21% (+1%) Pinning immunity: +20% (-1%) Knockback immunity: +20% (-3%) Maximum life: +21.00 (-3.00) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Velamina the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +13%(-) fire / +11%(-) cold Disease immunity: +10% (-) Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) Amulets make your neck look great! |
In main hand | ![]() iron steamgun Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Mastery: Psyshot Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Attack speed: 100% (-) Firing range: +6 (-) Travel speed: +600% (-) Attacks use: 2.0(-) Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. Tap to cycle through comparison choices |
Around waist | ![]() rough leather belt 'Xerureriwe' Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +20 (+8 eff.) (-) Changes resistances: +6%(-) lightning / +5%(-) temporal Changes damage: +3%(-) physical Reduces incoming crit damage: 5.00% (-) A belt that goes around your waist. |
In off hand | ![]() Polurinne the Airfear (2-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8(+2.5 - +2.8) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Damage (Melee): +12 cold Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes stats: +1 Dex / +1 Wil Changes resistances: +3% lightning Talent granted: +1 Attune Mindstar Mindpower: +5 (+2 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
Cloak | ![]() Balihell the Scaldbait (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) (-) Effects on melee hit: * 10% chance to reduce armor by 25% Damage (Melee): 0(-10) item acid corrode Damage when hit (Melee): 6(-) fire Changes damage: +3%(-) mind Maximum life: +32.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Bindings of Eternal Night (12 def, 12 armour) Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 (-) Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) darkness Changes stats: +5(-) Wil / +5(-) Mag Changes resistances: +30%(-) blight / -10%(-) fire / +30%(-) darkness / -10%(-) light Changes damage: +15%(-) cold / +15%(-) arcane / +20%(-) darkness Poison immunity: +100% (-) Disease immunity: +100% (-) Life regen: +1.00 (-) Light radius: -1 (-) The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
Inventory
![]() 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: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 32% faster, and you are invisible (power 10). Its effects scale with your Willpower stat. 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. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] Want more defense? Wear more armour! Requires talents: - Smith (1) Requires ingredients: - lump of iron (4) Example Item: iron armour reinforcement Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'body' When attach to an other item: Armour: +1 Armour Hardiness: +20% Fatigue: +5% Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] So much more convenient than a lantern on your waist. Requires talents: - Explosives (1) Requires ingredients: - stack of herbs (viperweed) (1) - lump of iron (1) Example Item: crude head lamp Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 1 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +1 (+0 eff.) Light radius: +3 Tinkers can be attached to normal items to improve them with steam power! It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] A time-release healing salve that heals you over a few turns. To be used with the medical injector implant. Requires talents: - Therapeutics (2) Requires ingredients: - length of troll intestine (1) - stack of herbs (viperweed) (4) Example Item: simple regeneration salve [power 141] Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 141 over 5 turns Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Magmawitch the copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +1 Con / +2 Wil Changes resistances: +0%(-11%) cold / +9%(-4%) fire Reduces incoming crit damage: 5.00% Disease immunity: +0% (-10%) Defense after a teleport: +0 (-15) Resist all after a teleport: +0% (-15%) New effects duration reduction after a teleport: +0% (-15%) Amulets make your neck look great! |
![]() copper ring 'Emena' Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Mag Changes resistances penetration: +0%(-15%) light Changes damage: +9% arcane / +0%(-3%) fire Disarm immunity: +0% (-20%) Pinning immunity: +0% (-21%) Stun/Freeze immunity: +20% Knockback immunity: +0% (-23%) Life regen: +1.00 Mana each turn: +0.04 Vim when firing critical spell: +1.00 Maximum life: +0.00 (-24.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Amothad the Thunderlore (10-12 power, 2 apr, arcane element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(+10.0 - +12.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-1) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +3% temporal / +3% cold Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +10% arcane / +12% nature Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Velothra (15-18 power, 3 apr, lightning element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(+15.0 - +18.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-) Crit. chance: +3.0% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Armour penetration: +1 Defense: +5 (+2 eff.) Changes damage: +15% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Only die when reaching: -60.00 life Maximum mana: +20.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Lelykor (28-41 power, 1 apr) Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 27.5 - 41.2(+27.5 - +41.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +6% mind / +6% acid Mental save: +3 (+3 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron greatmaul (18-26 power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2(+17.5 - +26.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron greatmaul of paradox (18-26 power, 1 apr) Requires: - Strength 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 17.5 - 26.2(+17.5 - +26.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Damage (Melee): +7 temporal Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +9% temporal Massive two-handed mauls. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Ce'Nima the iron mace (17-24 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 17.0 - 23.8(+17.0 - +23.8) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +3% acid Reduces incoming crit damage: 10.00% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. arcing iron mace of massacre (19-27 power, 2 apr) Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 19.0 - 26.6(+19.0 - +26.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: + 25% chance for lightning to strike from the target to a second target dealing 45 damage Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. slime-covered iron mace (12-16 power, 2 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 11.5 - 16.1(+11.5 - +16.1) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +0.5% Attack speed: 100% (-) Firing range: +0 (-6) On weapon hit: * 6% chance to slow global speed by 41% Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam Blunt and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Abyssbait (19-27 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 19.0 - 26.6(+19.0 - +26.6) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-1) Crit. chance: +3.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Damage (Melee): +4 fire Damage (radius 2) on crit: +4 mind Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +6% mind / +3% fire One-handed war axes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. Betheta the Snowstar (17-22 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.0 - 22.1(+17.0 - +22.1) Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (+2) Crit. chance: +4.0% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Changes resistances: +9% mind Changes resistances penetration: +5% cold Sharp, short and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. creative mossy mindstar of gales (3-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3(+3.0 - +3.3) Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+9) Crit. chance: +2.5% Attack speed: 100% (-) Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 0.0(-2.0) Steam When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +2 Cun Changes damage: +5% lightning / +5% cold / +4% physical Talent granted: +1 Attune Mindstar Critical mult.: +6.00% Pinning immunity: +15% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. iron steamsaw (12-18 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 12.0 - 18.0(+12.0 - +18.0) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-3) Crit. chance: +1.5% Attack speed: 100% (-) Block value: +10 Firing range: +0 (-6) Travel speed: +0% (-600%) Attacks use: 1.0(-1.0) Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +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! Tap to cycle through comparison choices |
![]() pouch of iron shots (23/23, 14-16 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 13.5 - 16.2(-12.0 - -14.4) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-1) Crit. chance: +4.0% (-0.5%) Capacity: 23 (2) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Ranged): +0(-4) fire Damage (radius 1) on hit: +0(-4) mind Shots are used with slings to pummel your foes to death. |
![]() This item will automatically be transmogrified when you leave the level. spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-12) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Damage when hit (Melee): 0(-10) darkness Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +0%(-30%) darkness / +0%(-30%) blight / +0%(+10%) fire / +0%(+10%) light / +7% all Changes damage: +0%(-15%) cold / +0%(-15%) arcane / +0%(-20%) darkness Spell save: +15 (+8 eff.) Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Spellpower: +2 (+1 eff.) Spell crit. chance: +2% Light radius: +0 (+1) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() This item will automatically be transmogrified when you leave the level. Aduvea (3 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +6 (-6) Defense: +3 (+1 eff.) (-9 (-5 eff.)) Damage when hit (Melee): 0(-10) darkness Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +0%(-30%) darkness / +0%(-30%) blight / +0%(+10%) fire / +0%(+10%) light / +9% all Changes damage: +0%(-15%) cold / +0%(-15%) arcane / +0%(-20%) darkness Physical save: +16 (+8 eff.) Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Stamina each turn: +3.00 Light radius: +0 (+1) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rough leather armour 'Gloommire' (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-10) Defense: +3 (+1 eff.) (-9 (-5 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) darkness Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +0%(-30%) blight / +0%(+10%) fire / +0%(-30%) darkness / +0%(+10%) light Changes resistances penetration: +5% blight Changes damage: +0%(-15%) cold / +3%(-17%) darkness / +0%(-15%) arcane Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Maximum life: +22.00 Maximum vim: +10.00 Spellpower: +10 (+5 eff.) Light radius: +0 (+1) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. rough leather armour 'Isomira' (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 (-10) Defense: +3 (+1 eff.) (-9 (-5 eff.)) Fatigue: +6% Damage when hit (Melee): 0(-10) darkness Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +16% lightning / +3%(-27%) darkness / +0%(+10%) light / +0%(-30%) blight / +0%(+10%) fire / +5% arcane / +9% acid Changes damage: +0%(-15%) cold / +0%(-15%) arcane / +0%(-20%) darkness Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Mindpower: +5 (+2 eff.) Light radius: +0 (+1) A suit of armour made of leather. |
![]() This item will automatically be transmogrified when you leave the level. Spinal Cage (5 def, 8 armour) Powered by arcane forces Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +8 (-4) Defense: +5 (+2 eff.) (-7 (-4 eff.)) Fatigue: +3% Damage when hit (Melee): 0(-10) darkness Changes stats: +2 Dex / +0(-5) Mag / +0(-5) Wil Changes resistances: +15% physical / +0%(-30%) darkness / +0%(-30%) blight / +0%(+10%) fire / +0%(+10%) light Changes damage: +0%(-15%) cold / +0%(-15%) arcane / +0%(-20%) darkness Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Light radius: +0 (+1) It can be used to activate talent Bone Grab (costing 20 power out of 30/30) : Effective talent level: 2.0 Power cost: 20 out of 30/30. Range: 5 Travel Speed: 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 33.64 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() This item will automatically be transmogrified when you leave the level. iron plate armour (0 def, 7 armour) Requires: - Massive armour training - Strength 22 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (-5) Defense: +0 (+0 eff.) (-12 (-6 eff.)) Fatigue: +22% Damage when hit (Melee): 0(-10) darkness Changes stats: +0(-5) Wil / +0(-5) Mag Changes resistances: +0%(-30%) blight / +0%(+10%) fire / +0%(-30%) darkness / +0%(+10%) light Changes damage: +0%(-15%) cold / +0%(-15%) arcane / +0%(-20%) darkness Poison immunity: +0% (-100%) Disease immunity: +0% (-100%) Life regen: +0.00 (-1.00) Light radius: +0 (+1) A suit of armour made of metal plates. |
![]() Isolenne Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-20 (-8 eff.)) Armour: +2 Changes resistances: +0%(-6%) lightning / +9% fire / +0%(-5%) temporal Changes damage: +0%(-3%) physical Reduces incoming crit damage: 0.00% (-5.00%) Physical save: +5 (+3 eff.) Poison immunity: +10% Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
![]() This item will automatically be transmogrified when you leave the level. Xana (0 def, 1 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +1 (-2) Defense: +0 (+0 eff.) (-5 (-3 eff.)) Fatigue: +0% (-2%) Changes resistances: +3%(-) blight / +0%(-6%) fire / +0%(-6%) cold Physical save: +0 (+0 eff.) (-9 (-4 eff.)) Teleport immunity: +20% Only die when reaching: -40.00 life Spellpower: +3 (+1 eff.) A pair of boots made of leather. |
![]() This item will automatically be transmogrified when you leave the level. cinder rough leather gloves of strength (+2) (0 def, 1 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-3 eff.)) Physical power: +5 (+2 eff.) Armour: +1 (-) Fatigue: +0% (-1%) Damage (Melee): 0(-5) acid / 6 fire Changes stats: +2 Str / +0(-2) Dex Changes resistances: +0%(-5%) acid / +5% fire Changes damage: +0%(-3%) acid / +3% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() This item will automatically be transmogrified when you leave the level. rough leather hat of strength (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +1 (-) Fatigue: +1% (-) Damage when hit (Melee): 0(-6) acid Changes stats: +3 Str / +0(-1) Dex Changes resistances: +0%(-5%) fire / +0%(-6%) cold Only die when reaching: +0.00 life (+40.00 life) A hat made of leather. Very stylish. |
![]() This item will automatically be transmogrified when you leave the level. cleansing hardened leather cap (0 def, 3 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +3 (+2) Fatigue: +3% (+2%) Damage when hit (Melee): 0(-6) acid Changes stats: +0(-1) Dex Changes resistances: +7% blight / +0%(-6%) cold / +5% nature / +0%(-5%) fire Only die when reaching: +0.00 life (+40.00 life) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. iron helm 'Wildtrencher' (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +3 (+2) Fatigue: +5% (+4%) Damage when hit (Melee): 0(-6) acid Changes stats: +0(-1) Dex Changes resistances: +6% lightning / +6% temporal / +0%(-5%) fire / +0%(-6%) cold Changes damage: +6% nature / +3% cold Psi when hit: +0.12 Only die when reaching: +0.00 life (+40.00 life) Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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. |
![]() 0.00 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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. |
![]() 136 alchemist agate 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 Armour Penetration: +0 (-2) Crit. chance: +0.0% (-4.5%) Capacity: 0 (-21) On weapon hit: * 0% chance to reduce all saves and defense by 16 Damage (Ranged): +0(-4) fire Damage (radius 1) on hit: +0(-4) mind When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() This item will automatically be transmogrified when you leave the level. bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 0(-16) fire Changes resistances: +0%(-3%) blight / +0%(-6%) fire Changes resistances penetration: +0%(-5%) blight Changes damage: +0%(-3%) blight Light radius: +6 (+3) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
![]() iron pickaxe (dig speed 37 turns) 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item manaburn arcane Changes stats: +1 Str Changes resistances: +0%(-3%) cold Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Poison immunity: +0% (-10%) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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) 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. |
![]() This item will automatically be transmogrified when you leave the level. Carrionrebel the elm wand of clairvoyance [power 9] (6/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Damage (Melee): 0(-10) item manaburn arcane Changes resistances: +0%(-3%) cold Changes resistances penetration: +15% nature Changes damage: +9% nature Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Poison immunity: +0% (-10%) Maximum stamina: +10.00 It can be used to reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() This item will automatically be transmogrified when you leave the level. elm wand of clairvoyance 'Belaselle' [power 9] (6/15 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 16 Damage (Melee): 0(-10) item manaburn arcane Changes resistances: +9% mind / +0%(-3%) cold Spell save: +0 (+0 eff.) (-3 (-2 eff.)) Poison immunity: +0% (-10%) It can be used to reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Log
Red Death's Psyshot hits Netherworm mass for 88 mind damage.
Red Death receives 5 healing from Ruin.
Red Death's Psyshot killed Netherworm mass!
Netherworm mass misses Red Death.
Netherworm mass leeches life from Red Death!
Netherworm mass leeches life from Red Death!
Red Death hits Netherworm mass for 20 healing, 15 healing, 39 healing (0 total damage) [74 healing].
Red Death hits Netherworm mass for 20 healing, 15 healing (0 total damage) [35 healing].
Melee retaliation hits Netherworm mass for 6 acid, 20 fire, 12 darkness, 6 acid, 20 fire, 12 darkness (77 total damage).
Melee retaliation hits Netherworm mass for 6 acid, 20 fire, 12 darkness (38 total damage).
Netherworm mass hits Red Death for 19 temporal, 14 darkness, 36 darkness (68 total damage).
Netherworm mass hits Red Death for 19 temporal, 14 darkness (32 total damage).
Forest wight casts Lightning.
Forest wight hits Red Death for 62 lightning damage.
Forest wight hits Netherworm mass for 63 lightning damage.
LIFE LOST WARNING!
Red Death is confused and fails to use Arcane Reconstruction.
Red Death seems more focused.
Netherworm mass leeches life from Red Death!
Netherworm mass leeches life from Red Death!
Red Death hits Netherworm mass for 22 healing, 16 healing, 28 healing (0 total damage) [65 healing].
Red Death hits Netherworm mass for 20 healing, 14 healing, 34 healing (0 total damage) [68 healing].
Melee retaliation hits Netherworm mass for 6 acid, 20 fire, 12 darkness, 6 acid, 20 fire, 12 darkness (77 total damage).
Melee retaliation hits Netherworm mass for 6 acid, 20 fire, 12 darkness, 6 acid, 20 fire, 12 darkness (77 total damage).
Netherworm mass hits Red Death for 20 temporal, 15 darkness, 41 darkness (76 total damage).
Netherworm mass hits Red Death for 18 temporal, 13 darkness, 31 darkness (63 total damage).
Animated arcing steel waraxe of massacre hits Red Death for 31 physical damage.
Melee retaliation hits Animated arcing steel waraxe of massacre for 6 acid, 21 fire, 12 darkness (39 total damage).
Red Death the level 9 skeleton adventurer was chopped into tiny pieces to death by a Animated arcing steel waraxe of massacre on level 6 of Infinite Dungeon.