












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: 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: Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Stone Warden |
Level / Exp | 28 / 34% |
Size | big |
Lifes / Deaths | Killed by Godhema the mountain troll at level 26 on the 14th Iron 123rd year of Ascendancy at 07:51 / 2Killed by Betinne the dredge at level 28 on the 16th Steel 123rd year of Ascendancy at 03:23 |
Primary Stats
Strength | 62 (base 34) |
Dexterity | 20 (base 10) |
Constitution | 19 (base 10) |
Magic | 45 (base 32) |
Willpower | 84 (base 60) |
Cunning | 26 (base 10) |
Resources
Life | -359/684 |
Mana | 567/632 |
Stamina | 366/366 |
Equilibrium | 45 |
Healing Factor | 1.0791723257556 |
Regeneration | 10.845681873844 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
See Invisible | 9 |
Offense: Mainhand
Damage | 94 |
Accuracy | 45 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 50 |
Accuracy | 45 |
Crit Chance | 14% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +19% |
Darkness | +24% |
Nature | +11% |
Physical | +15% |
Cold | +18% |
All | 0% |
Offense: Damage Penetration
Physical | +15% |
Cold | +20% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 60.361740504929 (81.898876157654%) |
Defense | 14 |
Ranged Defense | 14 |
Fatigue | 46 |
Physical Save | 30 |
Spell Save | 36 |
Mental Save | 42 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 31%( 70%) |
Cold | + 35%( 70%) |
All | + 6%( 70%) |
Darkness | + 31%( 70%) |
Light | + 33%( 70%) |
Mind | + 15%( 70%) |
Fire | + 28%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 52% |
Confusion Resistance | 51% |
Instadeath Resistance | 100% |
Poison Resistance | 15% |
Disarm Resistance | 23% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 74 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. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 145.77 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-gift / Dwarven nature | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Spell / Stone alchemy | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +15% physical Ignore resists +20% cold Accuracy +10 (+3 eff.) defense ------ Armor +6 other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +8 Str offense ------ Ignore resists +15% physical defense ------ Armor +14 Defense +5 (+5 eff.) Fatigue +1% Resistance +3% all Physical save +7 (+4 eff.) Unlife -80.00 life other ------- Stamina/turn +3.00 A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str +1 Con offense ------ Physical Crit +1.0% Physical Power +5 (+1 eff.) On-Hit 8 nature Damage +5% nature Accuracy +6 (+2 eff.) defense ------ Armor +2 Resistance +7% nature +3% blight Physical save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +23% other ------- Stamina/turn +3.00 Unarmed combat: Weapon Damage 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +6 nature On Hit: 10% Perfect Control 3 On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex +3 Cun +1 Con defense ------ Resistance +3% acid Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 35% for 2 turns. 100% to heal for 45. 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Str +5 Mag +5 Wil +6 Con offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+2 eff.) Damage +13% acid +6% light defense ------ Resistance +26% acid +9% light other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +7 (+2 eff.) Damage +6% nature +3% cold Ignore resists +5% nature On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Resistance +6% nature +8% blight Life Regen +4.00 Poison Resist +15% Disease Resist +18% Stun Resist +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.6 Power cost 35 out of 26/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 291 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +82 On-hit +13 cold On Hit: * 10% chance to reduce armor by 29% While equipped: Stats +2 Wil offense ------ On-Hit 5 acid On shield block: * Deals 171 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 1 acid defense ------ Armor +6 Fatigue +8% Resistance +11% cold other ------- Talents +1 Block Handheld deflection devices. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Str offense ------ Physical Crit +5.0% Physical Power +15 (+4 eff.) Damage +12% darkness defense ------ Spell save +8 (+4 eff.) Unlife -80.00 life other ------- Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego++] Arcane When used to Attack: Weapon Damage 34.0 - 40.8 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +81 On-hit +12 light +15 darkness On-crit, radius 2 +22 light +15 fire While equipped: Stats +3 Cun +3 Mag offense ------ Damage +13% light +12% darkness On shield block: * Deals 90 light and fire damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +5% fire +20% light +12% darkness other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex +3 Mag defense ------ Defense +1 (+1 eff.) Crit Resistance 10.00% Life +30.00 other ------- See Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T3 massive armor [Random Unique] Nature/Master While equipped: Stats +1 Cun +3 Wil offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +11 Fatigue +22% Resistance +15% blight +18% fire +14% darkness +9% mind Life Regen +3.80 Stun Resist +30% other ------- Stamina/turn +1.30 Light +2 A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 173.46 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 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 83 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. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+10 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun defense ------ Physical save +14 (+7 eff.) Spell save +13 (+6 eff.) Mind save +14 (+5 eff.) Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +2 Mag offense ------ Spellpower +6 (+3 eff.) Damage +12% blight defense ------ Resistance +9% lightning Silence Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +21.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +21% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ Damage +11% blight Accuracy +4 (+1 eff.) defense ------ Resistance +11% blight Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun defense ------ Defense +12 (+9 eff.) Resistance +6% blight +9% nature +6% darkness +6% mind Blind Resist +20% Stun Resist +20% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +6 Dex offense ------ Accuracy +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Damage +11% arcane defense ------ Armor +6 Resistance +11% arcane Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: offense ------ Damage +10% mind defense ------ Fatigue -5% Resistance +10% mind other ------- Encumbrance +26 Rings make your fingers look great! |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Spellpower +12 (+5 eff.) Damage +24% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 27.5 - 44.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +12 lightning On Crit: * Splash the target with acid dealing 101 damage over 5 turns and reducing armor and accuracy by 13 While equipped: Stats +6 Dex +3 Mag defense ------ Resistance +21% cold Disarm Resist +20% Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Unique] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 130% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +11.0% Attack Speed 50% While equipped: Stats +7 Dex offense ------ Move Speed +10% Damage +7% lightning defense ------ Fatigue -12% Resistance +7% lightning other ------- Encumbrance +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego++] Arcane/Psionic Weapon Damage 23.5 - 32.9 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +9 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 19 * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: defense ------ Disease Resist +16% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +12 blight On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Damage +9% fire +6% temporal Ignore resists +10% fire When Hit 10 temporal On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 19 defense ------ Resistance +9% temporal One-handed war axes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +11 mind On Hit: * 14% chance to reduce all saves and defense by 31 While equipped: Stats +3 Cun +2 Wil Sharp, short and deadly. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+8 eff.) Resistance +30% nature +11% all Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 14.0 Encumbrance T3 heavy armor [Ego] Psionic While equipped: defense ------ Armor +8 Defense +3 (+3 eff.) Fatigue +12% Resistance +7% mind Mind save +13 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 Encumbrance T4 heavy armor [Ego+] Arcane/Master While equipped: Stats +6 Str defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Resistance +9% physical +27% darkness +14% light other ------- Light +2 Track: Puts all charms on 30 cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +7 Dex +2 Wil offense ------ Mindpower +2 (+1 eff.) defense ------ Physical save +9 (+5 eff.) other ------- Max stamina +20.00 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Cun offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to slow global speed by 58% * 10 arcane resource burn defense ------ Resistance +9% lightning +6% temporal +3% nature +9% acid A belt that goes around your waist. |
![]() 1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil offense ------ Damage +15% cold Against +20% Summoned defense ------ Resistance +5% arcane +6% temporal Resist Against +27% Summoned Disarm Resist +20% Pinning Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Damage +9% cold When Hit 8 cold On-Hit (Melee): * 20% chance to slow global speed by 58% defense ------ Defense +1 (+1 eff.) Resistance +3% nature Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Str +5 Con offense ------ Ignore resists +5% mind When Hit 6 mind defense ------ Defense +1 (+1 eff.) 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. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +4 Cun offense ------ Damage +6% light +12% cold defense ------ Armor +1 Resistance +6% cold Physical save +5 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Cun +1 Wil offense ------ Ignore resists +10% light defense ------ Armor +3 other ------- Hate-on-crit +1.00 Infravision +1 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con +1 Wil offense ------ Physical Crit +2.0% defense ------ Armor +3 Fatigue +2% Life Regen +2.00 Healmod +11% other ------- Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +12 Mag offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +7% acid +19% blight Ignore Shields +30% defense ------ Armor +4 Fatigue +3% Resistance +9% light Disease Resist +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +11 (+3 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +13.00 Unarmed combat: Weapon Damage 7.5 - 8.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +6 Ignore Armor +1 Critical Rate +6.0% Attack Speed 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex offense ------ Critical power +5.00% Physical Power +5 (+1 eff.) On-Hit 7 cold Damage +6% cold Accuracy +13 (+4 eff.) Ignore Armor +4 defense ------ Armor +2 Resistance +5% cold Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +5 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +2 Dex offense ------ On-Hit 8 physical Damage +4% physical Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Armor +9 Unarmed combat: Weapon Damage 18.5 - 20.4 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +6 physical On-crit, radius 2 +6 physical On Hit: 10% Sand Breath 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.60 Max stamina +14.00 Unarmed combat: Weapon Damage 15.0 - 21.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Wil +13 Con offense ------ Physical Crit +11.0% Spell Crit +13% Mind Crit +10% Critical power +24.00% Ignore Shields +20% defense ------ Armor +11 Hardiness +10% Fatigue +3% Resistance +3% cold +6% physical Spell save +6 (+3 eff.) Disarm Resist +29% other ------- Mana-on-crit +1.00 Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 25.0 - 35.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +16.0% Attack Speed 83% On Hit: 5% Stone Touch 3 On Hit: 10% Disarm 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +9 Str +6 Dex +1 Mag +4 Cun +2 Con defense ------ Armor +1 Fatigue +1% Crit Resistance 10.00% Skullcracker: Puts all charms on 20 cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 308.9 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +4 Mag +3 Cun +2 Con offense ------ Critical power +5.00% Damage +6% arcane Ignore Armor +1 defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ On-Hit (Melee): * 20% chance to reduce armor by 29% defense ------ Armor +3 Fatigue +5% Resistance +3% nature +6% cold Life +60.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Mag +2 Con offense ------ Ignore resists +20% nature +5% fire When Hit 6 nature defense ------ Physical save +6 (+3 eff.) Healmod +13% other ------- Light +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. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str +2 Mag +7 Cun +1 Con offense ------ Ignore Armor +7 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun +7 Con defense ------ Resistance +3% fire Crit Resistance 15.00% Life +22.00 other ------- Max stamina +16.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Psionic While equipped: Stats +8 Str +2 Mag +4 Wil offense ------ Damage +8% fire +10% mind +9% light defense ------ Mind save +10 (+4 eff.) other ------- Light +2 Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Carl Brutananadilewski the Drem Stone Warden level 9
11st Profit 122nd year of Ascendancy at 05:41 see stats
By Carl Brutananadilewski the Drem Stone Warden level 21
22nd Shortage 122nd year of Ascendancy at 05:56 see stats
By Carl Brutananadilewski the Drem Stone Warden level 10
38th Dearth 122nd year of Ascendancy at 09:58 see stats
By Carl Brutananadilewski the Drem Stone Warden level 20
10th Shortage 122nd year of Ascendancy at 12:04 see stats
By Carl Brutananadilewski the Drem Stone Warden level 21
27th Shortage 122nd year of Ascendancy at 07:23 see stats
By Carl Brutananadilewski the Drem Stone Warden level 12
42nd Dearth 122nd year of Ascendancy at 11:49 see stats
By Carl Brutananadilewski the Drem Stone Warden level 26
28th Iron 123rd year of Ascendancy at 18:43 see stats
By Carl Brutananadilewski the Drem Stone Warden level 16
17th Loss 122nd year of Ascendancy at 06:33 see stats
By Carl Brutananadilewski the Drem Stone Warden level 22
29th Shortage 122nd year of Ascendancy at 05:31 see stats
By Carl Brutananadilewski the Drem Stone Warden level 16
8th Loss 122nd year of Ascendancy at 16:35 see stats
By Carl Brutananadilewski the Drem Stone Warden level 26
14th Iron 123rd year of Ascendancy at 07:51 see stats
Log
Betinne the dredge's arcane area effect hits Carl Brutananadilewski for (45 flat reduction), 324 arcane (324 total damage).
Carl Brutananadilewski uses Eldritch Stone.
Carl Brutananadilewski is encased in a stone shield.
Stone Vine from Carl Brutananadilewski hits Rantha the Abomination for 58 nature, 28 arcane (86 total damage).
The stone shield around Carl Brutananadilewski explodes!
Betinne the dredge's arcane area effect hits Carl Brutananadilewski for (45 flat reduction), (190 to stone), 134 arcane (134 total damage).
Rantha the Abomination casts Freeze.
LOW HEALTH WARNING!
Carl Brutananadilewski is encased in ice!
Rantha the Abomination hits Carl Brutananadilewski for (68 flat reduction), 61 cold (61 total damage).
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Carl Brutananadilewski uses Nature's Balance.
Rantha the Abomination rearms.
Stone Vine from Carl Brutananadilewski hits Iceblock for 50 nature, 24 arcane (73 total damage).
Betinne the dredge's arcane area effect hits Carl Brutananadilewski for (45 flat reduction), (130 to ice), 194 arcane (194 total damage).
Carl Brutananadilewski uses Rockwalk.
Carl Brutananadilewski performs a melee critical strike against Carl Brutananadilewski!
Carl Brutananadilewski forces the iceblock to shatter.
Carl Brutananadilewski counter attacks Carl Brutananadilewski with his shield shards!
Ran for 1 turns (stop reason: didn't move).
Carl Brutananadilewski is free from the ice.
Melee retaliation hits Iceblock for 3 acid, 3 acid, 23 arcane, 3 acid, 23 arcane, 1 acid, 11 arcane, 3 acid, 23 arcane (87 total damage).
Carl Brutananadilewski hits Iceblock for 32 physical, 23 physical, 17 nature, 11 acid, 32 arcane, 42 nature, 29 cold, 17 nature, 11 acid, 32 arcane, 25 nature, 27 light, 35 darkness, 17 nature, 11 acid, 32 arcane, 14 cold, 8 nature, 5 acid, 15 arcane, 37 physical, 27 light, 35 darkness, 17 nature, 11 acid, 32 arcane (580 total damage).
Stone Vine from Carl Brutananadilewski hits Rantha the Abomination for 50 nature, 24 arcane (73 total damage).
Betinne the dredge's arcane area effect hits Carl Brutananadilewski for (45 flat reduction), 345 arcane (345 total damage).
Carl Brutananadilewski the level 28 drem stone warden was energised to death by Betinne the dredge on level 3 of Temporal Rift.