











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! 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 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: 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 | 26 / 67% |
Size | medium |
Lifes / Deaths | Killed by Velyvena the slaver at level 26 on the 28th Iron 123rd year of Ascendancy at 06:28 / 1 |
Primary Stats
Strength | 35 (base 30) |
Dexterity | 28 (base 10) |
Constitution | 21 (base 10) |
Magic | 35 (base 33) |
Willpower | 59 (base 57) |
Cunning | 16 (base 10) |
Resources
Life | -127/782 |
Mana | 370/495 |
Stamina | 308/308 |
Equilibrium | 79 |
Healing Factor | 1.194804467222 |
Regeneration | 8.6623323873597 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 18.815289237657 |
See Invisible | 18.815289237657 |
Offense: Mainhand
Damage | 74 |
Accuracy | 53 |
Crit Chance | 12% |
APR | 8 |
Speed | 1.00 |
Offense: Offhand
Damage | 30 |
Accuracy | 53 |
Crit Chance | 6% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Nature | +6% |
Acid | +15% |
Arcane | +3% |
All | 0% |
Offense: Damage Penetration
Acid | +5% |
Blight | +25% |
Physical | +15% |
Cold | +15% |
Nature | +10% |
Defense: Base
Armour (hardiness) | 71.551211628464 (73.607947236566%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 39 |
Physical Save | 22 |
Spell Save | 26 |
Mental Save | 40 |
Defense: Resistances
Acid | + 11%( 70%) |
Blight | + 31%( 70%) |
Physical | + 18%( 70%) |
Cold | + 39%( 70%) |
All | + 8%( 70%) |
Lightning | + 26%( 70%) |
Light | + 17%( 70%) |
Mind | + 19%( 70%) |
Fire | + 25%( 70%) |
Nature | + 14%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 50% |
Confusion Resistance | 73% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 110 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
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 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
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 |
You failed to protect the lone alchemist from death by Yvamina the armoured skeleton warrior. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 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. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% acid Ignore resists +5% blight +5% acid When Hit 2 acid On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 16 * 20% chance to reduce armor by 25% defense ------ Armor +3 Fatigue -3% Resistance +3% acid Physical save +6 (+3 eff.) other ------- Encumbrance +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +6 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 | ![]() 2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +11 Dex defense ------ Armor +3 Defense +20 (+8 eff.) Fatigue +3% Resistance +9% fire +11% cold Life +40.00 Silence Resist +20% A cap made of leather. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Critical power +5.00% Ignore resists +20% blight defense ------ Armor +1 Resistance +9% fire Life Regen +2.00 Stun Resist +20% other ------- Stamina/turn +0.60 Mana/turn +0.04 Max stamina +11.00 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Physical Crit +1.0% Ignore resists +15% cold When Hit 4 physical On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +3% physical Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 61. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +12% acid Accuracy +7 (+2 eff.) Ignore Armor +8 On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +4 Defense +17 (+7 eff.) Resistance +1% physical Unlife -20.00 life Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 80% 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 make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex offense ------ Critical power +15.00% Mindpower +20 (+7 eff.) Ignore resists +10% physical Accuracy +8 (+3 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Mind save +9 (+3 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: offense ------ Critical power +10.00% defense ------ Resistance +12% mind +7% physical Healmod +10% Cut Resist +50% Confus Resist +22% other ------- Stamina/turn +0.40 Max hate +2.00 Max psi +10.00 Heal: Puts all charms on 35 cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | ![]() 7.0 Encumbrance T4 shield armor Reqs - Shield usage training Str 39 [Unique] Master When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 120% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +9.0% Block +220 Lifesteal +8% While equipped: Stats +10 Con offense ------ When Hit 15 draining blight defense ------ Armor +15 Fatigue +19% Resistance +25% blight +10% light Life Regen +5.00 other ------- Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Around 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. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Random Unique] Nature/Master When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +78 On-hit +4 physical +10 cold On Hit: * 15% chance to reduce armor by 25% While equipped: Stats +2 Str +2 Wil offense ------ On-Hit 7 acid Accuracy +15 (+5 eff.) On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) When Hit 6 acid defense ------ Armor +18 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Wil offense ------ Damage +6% nature Ignore resists +5% physical On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +11% cold Crit Resistance 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Rare] Master While equipped: offense ------ Damage +3% arcane Ignore resists +10% nature When Hit 4 arcane On-Hit (Melee): * 20% chance to slow global speed by 54% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +9 Fatigue +22% Resistance +19% lightning +6% nature A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag +4 Wil +3 Con offense ------ Ignore resists +5% fire defense ------ Resistance +6% fire Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +3 Con offense ------ Move Speed +10% defense ------ Fatigue -5% Life Regen +2.00 other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 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 35/35. 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 259 (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. |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Damage +11% cold Ignore Armor +3 defense ------ Resistance +22% cold Physical save +3 (+2 eff.) other ------- Max stamina +30.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore resists +15% lightning When Hit 4 physical defense ------ Armor +2 Resistance +12% lightning Silence Resist +22% other ------- Mana/turn +0.13 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Damage +11% fire defense ------ Armor +6 Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Cun +1 Wil offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +10% light Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +9 (+4 eff.) Resistance +10% acid +20% light +14% fire +11% cold +10% lightning Mind save +3 (+1 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 80% 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 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/Master While equipped: Stats +5 Mag +6 Wil offense ------ Spellpower +5 (+3 eff.) Accuracy +9 (+3 eff.) Ignore Armor +9 defense ------ Defense +10 (+5 eff.) Disengage: Puts all charms on 10 cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd 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 80% 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 make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +8 Con offense ------ Physical Power +8 (+3 eff.) Damage +14% nature Ignore resists +25% lightning defense ------ Resistance +6% acid +9% cold +28% nature +5% arcane Spell save +13 (+6 eff.) other ------- Max stamina +18.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +4 Wil +1 Mag offense ------ On-Hit 15 light On-Ranged-Hit 17 light Damage +10% light defense ------ Mind save +8 (+2 eff.) Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Arcane Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-Hit, radius 1 +12 cold On-crit, radius 2 +16 fire On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: offense ------ Damage +6% lightning Ignore resists +5% cold defense ------ Resistance +12% lightning +15% fire +18% cold Massive two-handed mauls. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +20 temporal While equipped: offense ------ Physical Crit +5.0% Ignore resists +25% nature Accuracy +12 (+4 eff.) When Hit 10 blight 4 temporal defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana-on-crit +2.00 Longbows are used to shoot arrows at your foes. |
![]() 7.0 Encumbrance T3 shield armor [Unique] Nature When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Mastery Stoneshield Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +5.0% Block +120 While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+4 eff.) Ranged Defense +8 (+4 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 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 (+5 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. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% nature When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Resistance +3% nature +6% darkness Life Regen +1.00 Healmod +11% A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resist Against +17% Summoned A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Str +7 Mag offense ------ Damage +6% cold defense ------ Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Mana/turn +0.17 Max mana +20.00 See Invis +3 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 +4 Dex offense ------ Physical Crit +8.0% Mind Crit +9% Damage +3% nature Ignore resists +10% light +15% nature When Hit 8 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 22% other ------- Light +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex offense ------ Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+0 eff.) Disease Resist +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. It was changed by the digestive sack. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Lck +4 Dex offense ------ Spell Crit +5% Spellpower +10 (+5 eff.) defense ------ Armor +1 Resistance +3% blight Stealth +6 other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Crit +1.0% Ignore resists +5% physical defense ------ Armor +3 Fatigue -2% Resistance +9% cold Physical save +5 (+3 eff.) other ------- Encumbrance +21 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 T1 feet armor [Rare] Master While equipped: Stats +6 Cun +1 Dex offense ------ Damage +9% lightning Ignore resists +5% lightning defense ------ Armor +3 Fatigue -3% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Infravision +3 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 [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +2 Str +4 Dex offense ------ Physical Power +6 (+2 eff.) Mindpower +10 (+3 eff.) On-Hit 5 blight Damage +3% blight Accuracy +13 (+4 eff.) defense ------ Armor +2 Resistance +5% blight Mind save +3 (+1 eff.) other ------- Psi when Hit +0.04 Max psi +30.00 Unarmed combat: Weapon Damage 19.5 - 21.5 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +4 Dex offense ------ Accuracy +15 (+5 eff.) defense ------ Armor +6 Mind save +10 (+3 eff.) Life +55.00 Unarmed combat: Weapon Damage 21.5 - 23.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +12 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil offense ------ Spellpower +6 (+3 eff.) On-Hit 5 arcane Damage +4% arcane defense ------ Armor +1 Fatigue +1% Resistance +4% arcane other ------- Mana-on-crit +2.00 Vim-on-crit +2.00 Unarmed combat: Weapon Damage 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On-hit +5 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) Damage +6% physical When Hit 2 nature On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Armor +7 Defense +10 (+5 eff.) Fatigue +1% Resistance +3% cold Unarmed combat: Weapon Damage 14.0 - 19.6 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Str defense ------ Defense +17 (+7 eff.) Resistance +5% arcane +9% darkness Mind save +9 (+3 eff.) Poison Resist +20% Knockbk Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +5 Cun offense ------ Critical power +15.00% Damage +6% nature Accuracy +15 (+5 eff.) defense ------ Defense +2 (+1 eff.) Mind save +7 (+2 eff.) other ------- Infravision +1 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Wil +3 Mag offense ------ Damage +10% nature defense ------ Defense +1 (+0 eff.) Resistance +15% nature Crit Resistance 15.00% other ------- Light +1 See Invis +6 A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T5 head armor [Random Unique] Master While equipped: Stats +4 Str +7 Dex +4 Con offense ------ Physical Power +5 (+2 eff.) Damage +15% arcane Ignore resists +15% fire defense ------ Armor +9 Fatigue +5% Resistance +3% fire +18% darkness +5% arcane other ------- Infravision +6 A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Str +4 Wil offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% fire +7% physical Physical save +7 (+4 eff.) Mind save +3 (+1 eff.) Life +60.00 Stun Resist +20% Knockbk Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Dex defense ------ Armor +6 Fatigue +4% other ------- Infravision +1 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 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 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) 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 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 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 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 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane 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 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 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) 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 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 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% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str +3 Mag +1 Wil +3 Cun offense ------ When Hit 2 nature defense ------ Mind save +5 (+1 eff.) other ------- Light +3 See Stealth +6 See Invis +6 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. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +5 Dex +3 Con offense ------ Damage +12% light When Hit 8 cold defense ------ Physical save +10 (+5 eff.) Healmod +16% other ------- Light +4 Infravision +2 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +4 Str +4 Wil offense ------ Mindpower +10 (+3 eff.) Damage +6% mind Ignore Armor +6 On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Effective talent level: 4.0 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 +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil +7 Con defense ------ Crit Resistance 15.00% other ------- Infravision +1 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 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex offense ------ Physical Power +4 (+2 eff.) Move Speed +10% Ignore resists +15% darkness defense ------ Resistance +6% lightning +9% temporal +3% cold While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex +3 Wil offense ------ Mindpower +10 (+3 eff.) Ignore Armor +4 defense ------ Resistance +2% physical other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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. |
Achievements
By Carl Brutananadilewski the Drem Stone Warden level 8
3rd Acquisition 122nd year of Ascendancy at 23:18 see stats
By Carl Brutananadilewski the Drem Stone Warden level 25
10th Iron 123rd year of Ascendancy at 19:59 see stats
By Carl Brutananadilewski the Drem Stone Warden level 21
21st Shortage 122nd year of Ascendancy at 11:50 see stats
By Carl Brutananadilewski the Drem Stone Warden level 10
39th Dearth 122nd year of Ascendancy at 06:35 see stats
By Carl Brutananadilewski the Drem Stone Warden level 20
9th Shortage 122nd year of Ascendancy at 21:58 see stats
By Carl Brutananadilewski the Drem Stone Warden level 26
22nd Iron 123rd year of Ascendancy at 14:13 see stats
By Carl Brutananadilewski the Drem Stone Warden level 23
27th Shortage 122nd year of Ascendancy at 11:40 see stats
By Carl Brutananadilewski the Drem Stone Warden level 11
43rd Dearth 122nd year of Ascendancy at 07:14 see stats
By Carl Brutananadilewski the Drem Stone Warden level 24
1st Iron 123rd year of Ascendancy at 00:06 see stats
By Carl Brutananadilewski the Drem Stone Warden level 22
26th Shortage 122nd year of Ascendancy at 08:07 see stats
By Carl Brutananadilewski the Drem Stone Warden level 15
9th Loss 122nd year of Ascendancy at 11:09 see stats
Log
Burning from Velyvena the slaver hits Carl Brutananadilewski for (11 blocked), 0 fire (0 total damage).
Velyvena the slaver rearms.
Velyvena the slaver is not stunned anymore.
Bleeding from Crystaline Half (Carl Brutananadilewski) hits Velyvena the slaver for (38 absorbed), 0 physical (0 total damage).
Stone Vine from Carl Brutananadilewski hits Velyvena the slaver for (24 absorbed), 0 nature, (21 absorbed), 0 arcane (0 total damage).
Carl Brutananadilewski casts Eldritch Fury.
Carl Brutananadilewski starts to bleed black blood.
Carl Brutananadilewski slows down.
Carl Brutananadilewski is afflicted by a crippling illness!
Carl Brutananadilewski counter attacks Carl Brutananadilewski with his shield shards!
Carl Brutananadilewski is weakened by the darkness!
Carl Brutananadilewski's armor corrodes!
LOW HEALTH WARNING!
Carl Brutananadilewski is dazed!
Carl Brutananadilewski steals life from Carl Brutananadilewski!
Melee retaliation hits Carl Brutananadilewski for 11 acid, 4 physical, 18 arcane, 16 blight, 8 acid, 3 physical, 13 arcane, 11 blight, 8 acid, 3 physical, 13 arcane, 11 blight, 6 acid, 2 physical, 10 arcane, 8 blight, 8 acid, 3 physical, 13 arcane, 11 blight, 5 healing, 6 acid, 2 physical, 10 arcane, 8 blight, 3 healing, 8 acid, 3 physical, 13 arcane, 11 blight, 6 acid, 2 physical, 10 arcane, 8 blight, 8 acid, 3 physical, 13 arcane, 11 blight, 5 healing, 6 acid, 2 physical, 10 arcane, 8 blight, 3 healing, 8 acid, 3 physical, 13 arcane, 11 blight, 8 acid, 3 physical, 13 arcane, 11 blight, 5 healing (406 total damage) [20 healing].
Carl Brutananadilewski hits Carl Brutananadilewski for 10 nature, 2 physical, 10 acid, 19 arcane, 4 nature, 7 acid, 14 arcane, 2 nature, 7 cold, 3 physical, 7 acid, 14 arcane, 5 acid, 10 arcane, 3 nature, 1 physical, 7 acid, 14 arcane, 5 cold, 2 physical, 5 acid, 10 arcane, 3 nature, 1 physical, 7 acid, 14 arcane, 5 acid, 10 arcane, 3 nature, 1 physical, 7 acid, 14 arcane, 5 cold, 2 physical, 5 acid, 10 arcane, 3 nature, 7 acid, 14 arcane, 3 nature, 7 cold, 3 physical, 7 acid, 14 arcane (304 total damage).
Velyvena the slaver uses Prismatic Slash.
Carl Brutananadilewski is not dazed anymore.
Velyvena the slaver hits Carl Brutananadilewski for (13 flat reduction), 0 acid, (20 flat reduction), 77 acid (77 total damage).
Melee retaliation hits Velyvena the slaver for (3 absorbed), 0 acid, (1 absorbed), 0 physical, (5 absorbed), 0 arcane, (4 absorbed), 0 blight (0 total damage).
Burning from Velyvena the slaver hits Carl Brutananadilewski for (20 flat reduction), 3 fire (3 total damage).
Black Blood Bleeding from Carl Brutananadilewski hits Carl Brutananadilewski for 11 darkness damage.
Velyvena the slaver is fully armored again.
Velyvena the slaver is free from the illness.
Stone Vine from Carl Brutananadilewski hits Velyvena the slaver for (17 absorbed), 0 nature, (15 absorbed), 0 arcane (0 total damage).
Bleeding from Crystaline Half (Carl Brutananadilewski) hits Velyvena the slaver for (38 absorbed), 0 physical (0 total damage).
Velyvena the slaver casts Lightning.
Velyvena the slaver hits Carl Brutananadilewski for (20 flat reduction), 126 lightning (126 total damage).
Carl Brutananadilewski the level 26 drem stone warden was bolted to death by Velyvena the slaver on level 2 of Ring of Blood.