










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Automated Portable Extractor (APE) Tweak 1.7.4Tweak to make the APE also generate Fortress Energy, for using tinkers in the main Maj'Eyal campain. Also lets Adventurers start with an APE and equipment for tinker classes, even if you haven't unlocked that achievement the normal way. Note: this does not auto-extract gems with Stone Alchemy. Items Vault 1.7.6Donators/Buyers bonus! Spell Blade Class 1.5.10Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right? The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells. v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way). Contains 6 new categories. Calligrapher 1.7.4Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink. Planned changes: I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Expanded Shop Inventory 1.7.4Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Spell Merchants 1.7.4T.O.M.E 1.7.6 This mod adds 14 Merchants who will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items! Conquer 3 Custom Dungeons and defeat 8 Unique Bosses! Build your Ultimate Character!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry.
New Dungeons:
3 Custom dungeons have been added to the world map [Blood Soaked Ruins, Infested Ruins & Road to Derth].
New Bosses:There are 8 unique bosses that will spawn in the new dungeons (With custom sprites). Battle against vampires, werewolves and wererats in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.For pre-existing saves you can enable developer mode (in the main menu, under options) When in game, press "ctrl+a" then press "r" to reload the zone and the new content will load in. (Enabling developer mode will disable achievements)
2. Dialog to purchase spells wont appear unless you have the required amount of gold.You can [reveal] the talent tree for free, talents will be [revealed] in the level up menu ('p'). You will need the required amount of gold to be your inventory for the dialog option to [unlock] the talent tree to appear. The cost will be listed for each talent.
3. DLC is NOT required to play this addonTalents that require dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mod that changes the world map (eyal.lua) Incompatible with \"Extra Dungeons\", \"Godmode Merchant\" & \"Infinite Dungeons Merchants\"
This mod is where it's at, thanks to this amazing community giving feedback and bug reports! This was a hobby project I started to add things that I wanted in the game, and it grew due to community feedback! I want to give a Heartfelt Thank You to all who contributed with ideas, requests and bug reports. This mod wouldn't be where its at without you! If you enjoy this mod please consider giving it a like. <3 Incantor of Flame 1.7.4Adds the Incantor of Flame, a mage subclass. The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength. Generic: Class: Combat Techniques -Locked- Talent icons from https://game-icons.net Class+Race Pack 1.7.4Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Embers of Rage 1.7.4Official Expansion!Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Lich |
| Class | Bladebender |
| Level / Exp | 13 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Nerumira the king cobra at level 13 on the 3rd Summertide 122nd year of Ascendancy at 21:49 / 1 |
Primary Stats
| Strength | 10 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 38 (base 35) |
| Cunning | 54 (base 33) |
Resources
| Life | 0/274 |
| Psi | 10/128 |
| Healing Factor | 1.2100003099961 |
| Regeneration | 14.459503704454 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 28 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 28 |
| Crit Chance | 34% |
| APR | 21 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +10% |
| Darkness | +6% |
| Cold | +27% |
| Lightning | +6% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +21% |
| Acid | +10% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 14 (49.007671158813%) |
| Defense | 43 |
| Ranged Defense | 43 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 28 |
| Mental Save | 38 |
Defense: Resistances
| Physical | + 24%( 70%) |
| Cold | + 6%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 32%( 70%) |
| Bleed | + 9%( 70%) |
| Mind | + 6%( 70%) |
| Arcane | + 13%( 70%) |
| Darkness | + 9%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 33% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: 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
| Psionic / Talent perfection | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Projection | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Blade defense | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Blade offense | 1.50 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Psionic / Blade bending | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Undead / Lich | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Effects
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Wolfmire. Escort: lost warrior (level 2 of Wolfmire)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 Cunning by +5. | 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 Cunning by +5. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| Psionic focus | Islorana the iron dagger (10-13 power, 5 apr)Requires: - Cunning 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Haywire, causing 107 Lightning damage over 5 turns and giving them a 16% chance to fail using talents. Damage (radius 2) on crit: +12 acid When wielded/worn: Changes resistances: +5% arcane Changes damage: +6% lightning Pinning immunity: +10% Spellpower: +4 (+2 eff.) Sharp, short and deadly. |
| On hands | restful iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Dex Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(94 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Gleamresolve' (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Fatigue: +1% Effects on melee hit: * 10% chance to reduce armor by 23% Changes resistances: +3% all Changes resistances penetration: +10% acid Changes damage: +6% acid / +3% mind Physical save: +6 (+3 eff.) Light radius: +2 A cap made of leather. |
| On feet | Ravenscale Boots (3 def, 1 armour) Ravenscale Boots (3 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +3 (+1 eff.) Fatigue: -2% Changes stats: +4 Cun Changes resistances penetration: +5% nature / +6% darkness Maximum encumbrance: +20 Physical save: +5 (+3 eff.) Stamina each turn: +0.30 Maximum stamina: +12.00 It can be used to activate talent Sudden Assault (costing 20 power out of 17/25) : Effective talent level: 1.0 Power cost: 20 out of 17/25. Range: 7 Travel Speed: instantaneous Description: Lunge toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can knock the target off-guard for 4 turns if it hits, increasing their ability to be critically hit. One of several pairs, worn by a group of mercenary scoundrels infamous for their sudden and savage assaults. |
| Tool | Lelaharadas the Eclipsewilter [power 182] (0/15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes resistances: +3% mind / +6% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. * Cleanse 1 total effects of type disease, wound, or poison. * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Zadostir the QuenchwedgeCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes stats: +1 Cun Changes resistances: +6% bleed Changes damage: +6% cold Critical mult.: +10.00% Cut immunity: +21% Life regen: +1.00 Rings make your fingers look great! |
| On fingers | BlizzardglamourCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness / 7 nature / 6 mind Changes stats: +2 Wil Changes resistances penetration: +5% darkness Changes damage: +21% cold Light radius: +2 Rings make your fingers look great! |
| Around neck | Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
| In main hand | Polalrann (10-14 power, 5 apr)Requires: - Cunning 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Dex / +1 Wil / +1 Cun Changes resistances: +3% lightning / +5% arcane Sharp, short and deadly. |
| Around waist | FogseverInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes damage: +3% darkness Mental save: +6 (+3 eff.) Poison immunity: +20% Teleport immunity: +20% Life regen: +4.00 Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
| In off hand | Kindleseam (9-12 power, 11 apr)Requires: - Cunning 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.0 - 11.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +11 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +11% When wielded/worn: Changes stats: +3 Cun / +2 Mag Changes resistances penetration: +5% fire Light radius: +1 Sharp, short and deadly. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)Requires: - Willpower 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Life regen: +4.70 Maximum life: +30.00 Healing mod.: +11% A suit of armour made of leather. |
Inventory
medical injector implant (efficiency 80% / cooldown 54%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 80% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.1 steam per turn. Can be activated for an instant burst of 26 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
This item will automatically be transmogrified when you leave the level.healing infusion (heal 64; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 64 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.movement infusion (speed 479%; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 479% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
This item will automatically be transmogrified when you leave the level.Issuhek the Blizzardknave Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Damage (Melee): 7 draining blight Effects on ranged hit: * 6 arcane resource burn Changes stats: +2 Dex Changes resistances: +20% cold Changes damage: +9% arcane / +19% cold Spell save: +6 (+3 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.hateful iron battleaxe (16-23 power, 1 apr) Requires: - Willpower 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.5 - 23.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +9 darkness Damage against: +9% Living Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.Unerring Scalpel (15-20 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+9 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
This item will automatically be transmogrified when you leave the level.balanced iron dagger of massacre (16-21 power, 5 apr) Requires: - Cunning 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +5 (+2 eff.) Disarm immunity: +20% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.skyshard iron dagger of the mystic (10-14 power, 5 apr) Requires: - Cunning 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 lightning Damage (radius 1) on hit: +5 cold When wielded/worn: Changes stats: +1 Mag / +2 Wil Changes resistances penetration: +6% cold Spellpower: +5 (+2 eff.) Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of erosion (12-16 power, 6 apr) Requires: - Cunning 16 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Str, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +9 nature Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Yveriabeth the steel greatmaul (29-44 power, 2 apr) Requires: - Willpower 16 Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 25% chance to afflict the target with Bleed, causing 159 Physical damage over 5 turns. On weapon crit: * Strike your target with a blast of Fire dealing 69 damage (based on Cunning and Magic). If the target is an insect or a spider, they will also begin to Burn for the same amount of damage. Damage (radius 2) on crit: +4 mind Damage against: +7% Vermin / +7% Spiderkin When wielded/worn: Accuracy: +9 (+4 eff.) Defense: +10 (+4 eff.) Changes resistances: +6% darkness / +3% cold Changes damage: +13% physical Critical mult.: +17.00% Spell save: +6 (+3 eff.) Disarm immunity: +36% Mindpower: +3 (+2 eff.) Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.ash vilestaff of illumination (15-18 power, 3 apr, blight element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+2 eff.) Changes damage: +15% blight Talent granted: +1 Command Staff Spellpower: +6 (+3 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 52.65 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.potent ash magestaff of might (17-20 power, 3 apr, fire element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 17.0 - 20.4 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +17% fire Talent granted: +1 Command Staff Spellpower: +8 (+4 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.shimmering elm vilestaff of fate (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Physical save: +6 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +5 (+2 eff.) Mana each turn: +0.11 Maximum mana: +37.00 Spellpower: +3 (+1 eff.) Spell crit. chance: +5% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.short elm vilestaff of might (10-12 power, 2 apr, blight element) Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% blight Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)Requires: - Willpower 12 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 1 It must be held with both hands. Base power: 23.0 - 32.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +10% cold Changes damage: +10% cold Spellpower: +10 (+5 eff.) Movement speed: +10% Talent on hit(spell): Glacial Vapour (20% chance level 1). It can be used to activate talent Tidal Wave (costing 80 power out of 80/80) : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 8.15 cold damage and 6.42 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
This item will automatically be transmogrified when you leave the level.insulating rough leather belt of the arcanist Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Spell save: +6 (+3 eff.) Spellpower: +3 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.insulating rough leather belt of the mystic Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% fire / +6% cold Mental save: +6 (+3 eff.) Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.linen cloak of vigor (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Fatigue: -6% Changes stats: +1 Dex / +1 Con Life regen: +3.00 Movement speed: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Rags of the Sanctuary of lightning (+18%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +18% lightning / +7% all Changes damage: +12% lightning A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe of darkness (+15%) (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% darkness / +9% all Changes damage: +14% arcane / +10% darkness Maximum mana: +32.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.miner's pair of rough leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.temporal rough leather gloves of strength (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 6 temporal Damage (Ranged): 6 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +4% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Belidhevena (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +1 Cun Changes resistances: +7% lightning / +5% temporal / +5% arcane / +6% blight Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Firewrack (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +3 Dex Changes resistances: +16% nature / +12% fire Changes resistances penetration: +5% temporal Changes damage: +11% nature / +3% temporal Light radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.bladed iron helm (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 20.9 Physical damage. If the attack hits, the target is confused (28% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.miner's iron helm of the citadel (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Talent granted: +1 Citadel Infravision radius: +2 Citadel: Passive - Increases Resistance to all damage by 4.93% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.rough leather cap (0 def, 1 armour) 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Torehor the iron mail armour (2 def, 6 armour) Requires: - Heavy armour training - Willpower 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +5% acid / +13% cold / +5% arcane / +6% mind Allows you to breathe in: water Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable steel mail armour (2 def, 11 armour) Requires: - Heavy armour training - Willpower 20 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +11 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.iron mail armour (2 def, 4 armour) Requires: - Heavy armour training - Willpower 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cleansing cured leather armour of acid resistance (6 def, 4 armour) Requires: - Willpower 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% acid / +11% nature / +11% blight A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.Glorugama the Voidfame (0 def, 7 armour, 8-10 power, 18.5 block) Requires: - Shield usage training - Willpower 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 8.0 - 9.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 Damage (Melee): +16 mind Damage (radius 2) on crit: +8 darkness When wielded/worn: Armour: +7 Fatigue: +8% On shield block: * 16% chance on block to increase the duration of your buffs by 3 (up to double current duration). Changes resistances: +6% darkness Changes damage: +6% darkness Talent granted: +1 Block Maximum life: +49.00 Handheld deflection devices. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
114 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Ichorwing the iron pickaxe (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Damage when hit (Melee): 4 nature Changes stats: +1 Str / +5 Cun Changes resistances penetration: +15% lightning Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+4 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 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. |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.iron torque of mindblast [power 100] (0/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 103 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Stabby McStabbo the Lich Bladebender level 10
10th Mirth 122nd year of Ascendancy at 18:22 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Stabby McStabbo the Lich Bladebender level 7
8th Mirth 122nd year of Ascendancy at 03:35 see stats
Log
Melee retaliation hits Nerumira the king cobra for 3 nature, 5 mind, 0 darkness (8 total damage).
Stabby McStabbo uses Quick as Thought.
Stabby McStabbo speeds up.
Stabby McStabbo misses Nerumira the king cobra.
Stabby McStabbo misses Nerumira the king cobra.
Nerumira the king cobra has finished recovering.
Nerumira the king cobra stops spasming.
Nerumira the king cobra isn't moving as defensively anymore.
Nerumira the king cobra uses Block.
Nerumira the king cobra begins to spasm from electricity.
Stabby McStabbo's Beyond the Flesh hits Nerumira the king cobra for (9 blocked), 0 physical, (7 blocked), 0 light, (3 blocked), 0 physical, (3 blocked), 0 fire (0 total damage).
Stabby McStabbo receives 2 healing from One With Blades.
Stabby McStabbo uses Blade Storm.
Stabby McStabbo misses Nerumira the king cobra.
Stabby McStabbo misses Nerumira the king cobra.
Stabby McStabbo hits Nerumira the king cobra for (11 blocked), 0 physical, (7 blocked), 0 light, (3 blocked), 0 physical, (3 blocked), 0 fire (0 total damage).
Stabby McStabbo receives 2 healing from One With Blades.
Haywire from Stabby McStabbo hits Nerumira the king cobra for (5 blocked), 0 lightning (0 total damage).
Nerumira the king cobra uses Dual Strike.
Stabby McStabbo is not dazed anymore.
Stabby McStabbo is dazed!
Stabby McStabbo is stunned!
Nerumira the king cobra performs a melee critical strike against Stabby McStabbo!
Stabby McStabbo is not dazed anymore.
Nerumira the king cobra hits Stabby McStabbo for (18 to blades), 54 physical, (18 to blades), 97 physical (151 total damage).
Absorb Essence hits Stabby McStabbo for 3 healing, 3 healing (0 total damage) [5 healing].
Melee retaliation hits Nerumira the king cobra for 0 nature, 5 mind, 0 darkness, 0 nature, 3 mind, 0 darkness (8 total damage).
Stabby McStabbo the level 13 lich bladebender was battered to death by Nerumira the king cobra on level 2 of Ruins of Kor'Pul.

































































