











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Forbidden Cults 1.5.9Official 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 | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Stone Warden |
| Level / Exp | 30 / 30% |
| Size | medium |
| Lifes / Deaths | Killed by Gloressra the corrupted protosentient globula at level 30 on the 34th Profit 123rd year of Ascendancy at 19:47 / 2Killed by corrupted acidic digestor at level 30 on the 34th Profit 123rd year of Ascendancy at 19:56 |
Primary Stats
| Strength | 71.335348694698 (base 60) |
| Dexterity | 14 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 53 (base 51) |
| Willpower | 38 (base 21) |
| Cunning | 16 (base 10) |
Resources
| Life | -34/879 |
| Mana | 363/414 |
| Equilibrium | 0 |
| Healing Factor | 1.5294416243655 |
| Regeneration | 1.7588578680204 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 18.815289237657 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 167 |
| Accuracy | 34 |
| Crit Chance | 12% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 69 |
| Accuracy | 34 |
| Crit Chance | 11% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Nature | +5% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 59.096878479254 (93.462686567164%) |
| Defense | 0 |
| Ranged Defense | 28 |
| Fatigue | 53 |
| Physical Save | -18 |
| Spell Save | -21 |
| Mental Save | -6 |
Defense: Resistances
| Nature | + 25%( 70%) |
| Lightning | + 14%( 70%) |
| Acid | -15%( 70%) |
| Cold | + 35%( 70%) |
| Blight | -20%( 70%) |
| Physical | + 34%( 70%) |
| Fire | + 22%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 69% |
| Confusion Resistance | 30% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 53% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 444 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 40 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 12 for 9 turns. While Heroism is active, you will only die when reaching -518 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
| Spell / Eldritch shield | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Earth | 1.20 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Earthen power | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Earthen vines | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Stone alchemy | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The target has been dominated. It is unable to move and has lost 22 armor and 32 defense. Attacks from Xerinn the corrupted plasmic disruptor gain 55% damage penetration. Dominated |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is cursed, reducing defence and all saves by 52. Curse of Defenselessness |
| detrimental effect | The target is hexed. Each time it uses an ability it takes 65.95 fire damage, and talent cooldowns are increased by 66% plus 1 turn. Burning Hex |
| beneficial effect | Empowered by the sight of black blood, granting 5% all resistances. Spikeskin |
| detrimental effect | The target is infected by a disease, reducing its strength by 4 and doing 12.33 blight damage per turn. Weakness Disease |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| detrimental effect | The target is infected with a corrosive worm, reducing blight and acid resistance by 48%. When the effect ends, the worm will explode, dealing 127 acid damage in a 4 radius ball. This damage will increase by 34% of all damage taken while under torment Corrosive Worm |
| beneficial effect | The target ignores pain, reducing all damage taken by 17%. Pain Suppression |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost anorithil from death by shadow. Escort: lost anorithil (level 4 of Old Forest) | failed |
You failed to protect the lost warrior from death by cave bear. Escort: lost warrior (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 80. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
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 AlchemistsStire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of luminous horror dust. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Lisoba (0 def, 9 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +6.0% Physical power: +4 (+1 eff.) Armour: +9 Fatigue: +2% Damage when hit (Melee): 4 acid Changes resistances: +1% physical Stamina each turn: +0.40 Maximum life: +50.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 160 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. |
| Light source | brass lantern 'Furnacemistress'Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+0 eff.) Ranged Defense: +9 (+4 eff.) Changes damage: +12% fire Stamina each turn: +0.40 Maximum life: +42.00 Light radius: +2 Healing mod.: +10% 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 | Crown of Command (3 def, 6 armour)Requires: - Cunning 25 - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+0 eff.) Fatigue: +4% Changes stats: +10 Wil / +3 Con Changes resistances: +8% physical Talent masteries: +0.20 Technique / Superiority +0.20 Technique / Field control Mindpower: +5 (+2 eff.) Activating this item is instant. It can be used to activate talent Indomitable (costing 54 power out of 60/60) : Effective talent level: 1.0 Power cost: 54 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. This object's appearance was changed to Un'fezan's Cap. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | supercharged dwarven-steel torque of psychoportation [power 49] (28/34 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 49), putting all charms on cooldown for 34 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
| On fingers | BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Activating this item is instant. It can be used to activate talent Juggernaut (costing 27 power out of 46/60) : Effective talent level: 2.4 Power cost: 27 out of 46/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 24% and provides a 13% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | coruscating stralite shield (10 def, 2 armour, 53.5-64.2 power, 138 block)Requires: - Strength 35 - Talent Heavy Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 53.5 - 64.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +4.5% Block value: +138 Damage (Melee): +12 fire When wielded/worn: Armour: +2 Defense: +10 (+0 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +14% Damage when hit (Melee): 13 fire Changes stats: +4 Str Changes resistances: +10% fire Talent granted: +4 Block Handheld deflection devices. This object's appearance was changed to Piercing Gaze. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | dwarven-steel shield of earthen fury (8 def, 7 armour, 31-37.2 power, 75.5 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Crit. chance: +3.5% Block value: +76 On weapon hit: * deal bonus physical damage equal to your armor When wielded/worn: Armour: +7 Armour Hardiness: +6% Defense: +8 (+0 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +12% physical Talent granted: +3 Block Handheld deflection devices. This object's appearance was changed to Piercing Gaze. |
| Cloak | Camahad the cashmere cloak (11 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +11 (+0 eff.) Ranged Defense: +9 (+4 eff.) Changes stats: +2 Cun / +3 Dex Changes resistances: +2% physical Maximum stamina: +10.00 Light radius: +2 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Wrap of Stone. |
| Main armor | dwarven-steel plate armour 'Chargekin' (5 def, 11 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+0 eff.) Fatigue: +24% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +2 Str / +5 Wil / +4 Cun / +3 Con Changes resistances: +25% acid / +6% physical / +7% fire / +11% cold / +8% lightning Changes resistances penetration: +25% lightning / +5% nature Talent cooldown: Rush (-5 turns) Mental save: +12 (+12 eff.) Disarm immunity: +29% Stun/Freeze immunity: +55% Knockback immunity: +23% A suit of armour made of metal plates. This object's appearance was changed to Mankini. |
Inventory
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% light / +11% darkness Blindness immunity: +23% Amulets can have magical properties. |
starseer's gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Mag Changes damage: +5% physical / +5% temporal / +4% light / +5% darkness Mana each turn: +0.13 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +29.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +3% Amulets can have magical properties. |
AbyssoathCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +2 Defense: +6 (+0 eff.) Changes stats: +3 Cun Changes resistances: +6% fire Life regen: +0.40 Stamina each turn: +0.40 Only die when reaching: -60.00 life Maximum stamina: +20.00 Rings can have magical properties. |
BrodarorainPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +2 (+1 eff.) Physical power: +7 (+2 eff.) Changes stats: +5 Str / +8 Con Changes resistances: +24% darkness / +3% mind Changes damage: +12% darkness Spell save: +11 (+11 eff.) Maximum stamina: +10.00 Healing mod.: +15% Rings can have magical properties. |
Lightvice the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness / +9% acid Changes resistances penetration: +25% acid / +20% light Changes damage: +11% darkness Light radius: +2 Rings can have magical properties. |
ShockwalkerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes stats: +6 Cun / +6 Dex Changes resistances penetration: +10% lightning Changes damage: +18% nature / +3% lightning Rings can have magical properties. |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +22% Maximum life: +20.00 Rings can have magical properties. |
warrior's gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) Armour penetration: +10 Armour: +8 Defense: +10 (+0 eff.) Changes stats: +4 Str Disease immunity: +15% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 69% 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. It was changed by the digestive sack. |
truestriking voratun longsword of disruption (41-57.4 power, 6 apr)Requires: - Strength 48 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Base power: 41.0 - 57.4 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * disrupts spell-casting Damage against: +20% Unnatural When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +9 Changes resistances penetration: +11% physical Sharp, long, and deadly. |
FuligasInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +7 Str / +3 Dex / +1 Mag / +4 Wil / +5 Cun / +4 Con Changes resistances: +6% mind / +9% cold Reduces incoming crit damage: 15.00% Physical save: +28 (+28 eff.) Spell save: +13 (+13 eff.) Mental save: +11 (+11 eff.) Mindpower: +4 (+1 eff.) Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Gariabeth the Glimmerlore (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances penetration: +20% lightning / +20% light Maximum life: +32.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ulyzilavor the Blindlord (2 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +7 Defense: +2 (+0 eff.) Changes resistances: +6% blight / +19% cold Changes resistances penetration: +25% darkness Reduces incoming crit damage: 5.00% Physical save: +9 (+9 eff.) Stun/Freeze immunity: +15% Teleport immunity: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arthuvor the pair of iron boots (0 def, 3 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +7 Mag / +3 Wil Grants telepathy: Humanoid/Orc Spellpower: +4 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 28% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Mayunn the Dazzlesage (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Wil / +2 Cun / +1 Con Changes damage: +9% light Physical save: +11 (+11 eff.) Mental save: +11 (+11 eff.) Light radius: +2 Infravision radius: +3 See invisible: +3 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Emydalaith the Stokestreak (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes stats: +4 Wil / +1 Mag Changes resistances: +6% blight / +3% fire Changes resistances penetration: +15% blight Changes damage: +4% blight Maximum vim: +10.00 Damage Shield penetration: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Faleruihor the dwarven-steel gauntlets (6 def, 16 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +16 Defense: +6 (+0 eff.) Ranged Defense: +6 (+3 eff.) Damage (Melee): 8 cold Changes resistances: +8% cold / +9% temporal Changes damage: +6% cold Spell save: +30 (+30 eff.) Stun/Freeze immunity: +10% Knockback immunity: +10% Metal gloves protecting the hands up to the middle of the lower arm. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+0 eff.) Spell save: +6 (+6 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
hardened leather gloves (0 def, 2 armour)1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of knowledge (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 physical Changes stats: +3 Str / +2 Wil / +3 Cun Mindpower: +3 (+1 eff.) It can be used to activate talent Skullcracker, placing all other charms into a 18 cooldown : Effective talent level: 3.0 Power cost: 18 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 198.4 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A cap made of leather. |
cashmere wizard hat 'Zubabeth' (2 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +20 (+8 eff.) Physical power: +8 (+2 eff.) Armour: +4 Defense: +2 (+0 eff.) Changes stats: +2 Str Changes resistances: +9% acid / +12% physical Changes damage: +24% physical A pointy cloth hat, very wizardly... |
rough leather cap 'Beuregodur' (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +7 Fatigue: +1% Changes stats: +4 Str / +2 Con Changes resistances: +6% cold / +6% fire Only die when reaching: -40.00 life Healing mod.: +10% A cap made of leather. |
dwarven-steel mail armour 'Hurak' (3 def, 27 armour)Requires: - Strength 28 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +27 Defense: +3 (+0 eff.) Fatigue: +16% Changes resistances: +15% acid / +7% physical / +8% fire / +7% cold / +7% lightning Physical save: +20 (+20 eff.) Poison immunity: +10% Cut immunity: +15% Maximum life: +39.00 A suit of armour made of mail. |
Starbright (5 def, 13 armour)Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +13 Defense: +5 (+0 eff.) Fatigue: +24% Damage when hit (Melee): 12 physical Changes resistances: +8% acid / +7% cold Changes resistances penetration: +20% light Allows you to breathe in: water Maximum life: +25.00 Light radius: +1 A suit of armour made of metal plates. |
310 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. |
aquamarine0.00 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 When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Belussra (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Wil / +1 Cun Changes resistances: +10% nature Changes damage: +6% nature Maximum hate: +2.00 Maximum psi: +50.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Emelyriabeth the iron pickaxe (dig speed 40 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +7 Str / +5 Mag Changes resistances: +11% nature Changes damage: +6% nature / +9% acid Reduces incoming crit damage: 15.00% See invisible: +9 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prismquench (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +2 Str Changes resistances: +5% arcane / +6% nature Changes resistances penetration: +15% light Mental save: +30 (+28 eff.) Maximum life: +29.00 Maximum stamina: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Adonne' (dig speed 24 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +4 Changes stats: +4 Str / +2 Cun / +2 Con Changes resistances: +18% fire Reduces incoming crit damage: 10.00% Teleport immunity: +10% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Gloramira' (dig speed 27 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour: +10 Fatigue: -6% Changes stats: +4 Str Changes resistances: +6% fire / +18% cold Critical mult.: +9.00% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Disease immunity: +15% Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 72 power out of 36/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hathenik the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +9 (+0 eff.) Ranged Defense: +9 (+4 eff.) Changes resistances: +6% blight / +3% nature / +5% darkness / +3% light Changes damage: +3% temporal Physical save: +6 (+6 eff.) Disease immunity: +5% Stun/Freeze immunity: +20% Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Light radius: +2 Infravision radius: +4 See invisible: +6 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 27 cooldown : Effective talent level: 2.0 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns, and deals 21 blight damage or heals 31 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. 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: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (94 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 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. |
Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 27 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)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 182 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), 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. |
Korelekan [power 40] (28/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +5 Changes stats: +4 Con Changes resistances penetration: +15% physical Physical save: +12 (+12 eff.) It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50%, putting all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Chad Warden the Drem Stone Warden level 29
25th Profit 123rd year of Ascendancy at 22:58 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Chad Warden the Drem Stone Warden level 7
27th Voratun 122nd year of Ascendancy at 13:32 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Chad Warden the Drem Stone Warden level 29
24th Profit 123rd year of Ascendancy at 14:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Chad Warden the Drem Stone Warden level 22
6th Iron 123rd year of Ascendancy at 16:34 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Chad Warden the Drem Stone Warden level 29
24th Profit 123rd year of Ascendancy at 10:40 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Chad Warden the Drem Stone Warden level 28
19th Profit 123rd year of Ascendancy at 17:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Chad Warden the Drem Stone Warden level 10
8th Profit 122nd year of Ascendancy at 20:42 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Chad Warden the Drem Stone Warden level 20
10th Shortage 122nd year of Ascendancy at 08:31 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Chad Warden the Drem Stone Warden level 30
27th Profit 123rd year of Ascendancy at 01:00 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Chad Warden the Drem Stone Warden level 13
41st Profit 122nd year of Ascendancy at 04:07 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Chad Warden the Drem Stone Warden level 25
7th Steel 123rd year of Ascendancy at 15:07 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Chad Warden the Drem Stone Warden level 13
14th Profit 122nd year of Ascendancy at 10:29 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Chad Warden the Drem Stone Warden level 9
4th Profit 122nd year of Ascendancy at 07:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Chad Warden the Drem Stone Warden level 23
9th Iron 123rd year of Ascendancy at 11:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Chad Warden the Drem Stone Warden level 18
27th Loss 122nd year of Ascendancy at 04:14 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Chad Warden the Drem Stone Warden level 30
34th Profit 123rd year of Ascendancy at 19:47 see stats
Log
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Chad Warden uses Track.
Gylema the corrupted dendritic hemospinner's Throwing Knife hits Chad Warden for 115 physical damage.
Chad Warden hits Gylema the corrupted dendritic hemospinner for 0 acid, 0 fire (0 total damage).
Xerinn the corrupted plasmic disruptor casts Virulent Disease.
Chad Warden is afflicted by a weakness disease!
Talent Eldritch Blow is ready to use.
corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Weakness Disease from Xerinn the corrupted plasmic disruptor hits Chad Warden for 10 blight damage.
Corrupted acidic digestor's acid area effect hits Chad Warden for 21 acid damage.
Corrupted acidic digestor's acid area effect hits Xerinn the corrupted plasmic disruptor for 37 acid damage.
Corrupted dendritic hemospinner's Eyal's Wrath hits Chad Warden for 34 nature damage.
Velurin the corrupted mastocytic feeder casts Corrosive Worm.
Chad Warden is infected by a corrosive worm.
Gylema the corrupted dendritic hemospinner uses Eyal's Wrath.
Black Blood Bleeding from Chad Warden hits Gylema the corrupted dendritic hemospinner for 0 darkness damage.
Chad Warden casts Eldritch Blow.
Xerinn the corrupted plasmic disruptor begins rampaging!
Xerinn the corrupted plasmic disruptor is stunned!
Xerinn the corrupted plasmic disruptor shrugs off the effect 'Dazed'!
Chad Warden hits Xerinn the corrupted plasmic disruptor for 466 arcane, 19 fire, 192 arcane, 82 physical (759 total damage).
Velurin the corrupted mastocytic feeder hits Chad Warden for 54 fire damage.
Xerinn the corrupted plasmic disruptor hits Chad Warden for 7 light, 7 light (14 total damage).
Xerinn the corrupted plasmic disruptor starts to bleed black blood.
Talent Eldritch Stone is ready to use.
Saving game...


































































































