











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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 Adventure |
Sex | Female |
Race | Halfling |
Class | Writhing One |
Level / Exp | 27 / 79% |
Size | small |
Lifes / Deaths | Killed by Siliriatira the sick wolf at level 19 on the 2nd Haze 122nd year of Ascendancy at 01:25 0 / 8Killed by Genne the black ooze at level 20 on the 39th Haze 122nd year of Ascendancy at 06:50 Killed by shadow at level 23 on the 44th Haze 122nd year of Ascendancy at 06:07 Killed by Weirdling Beast at level 23 on the 44th Haze 122nd year of Ascendancy at 08:07 Killed by Yvalelle the snow giant boulder thrower at level 24 on the 52nd Haze 122nd year of Ascendancy at 03:46 Killed by Polama the snow giant at level 26 on the 53rd Haze 122nd year of Ascendancy at 01:40 Killed by 3-headed hydra at level 26 on the 53rd Haze 122nd year of Ascendancy at 03:50 Killed by Elata the barrow wight at level 27 on the 70th Haze 122nd year of Ascendancy at 08:50 |
Primary Stats
Strength | 63 (base 44) |
Dexterity | 22 (base 10) |
Constitution | 29 (base 18) |
Magic | 86 (base 58) |
Willpower | 19 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -26/799 |
Insanity | 18/100 |
Healing Factor | 1.2724687383468 |
Regeneration | 12.152076451212 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25.456470550425% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 5 |
See Stealth | 28.957448516131 |
See Invisible | 31.957448516131 |
Offense: Mainhand
Damage | 140 |
Accuracy | 56 |
Crit Chance | 6% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Fire | +9% |
Darkness | +26% |
Nature | +13% |
Cold | +13% |
Blight | +26% |
Physical | +13% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +21% |
All | +6% |
Defense: Base
Armour (hardiness) | 49 (88.568973732692%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 29 |
Physical Save | 39 |
Spell Save | 34 |
Mental Save | 32 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 17%( 70%) |
Arcane | + 11%( 70%) |
Cold | + 36%( 70%) |
All | + 6%( 70%) |
Lightning | + 15%( 70%) |
Temporal | + 19%( 70%) |
Physical | + 8%( 70%) |
Darkness | + 24%( 70%) |
Fire | + 11%( 70%) |
Nature | + 42%( 70%) |
Defense: Immunities
Stun Resistance | 58% |
Instadeath Resistance | 100% |
Disarm Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 706% 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. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.48 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.48 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by grave wight. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 have explored the Daikara and vanquished the huge fire 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed giant spider spinneret. * You've found the needed honey tree root. * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. * You've found the needed vial of squid ink. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed naga tongue. * You've found the needed sandworm tooth. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You 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 T3 feet armor [Rare] Nature While equipped: Stats Mag +6 offense ------ When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Fatigue +3% Resistance +7% lightning, +11% temporal +12% nature 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+] Master/Psionic While equipped: offense ------ Ignore resists +6% all Ignore Armor +5 defense ------ Mind save +6 (+3 eff.) other ------- Light +4 See Stealth +5 See Invisibility +8 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 T1 head armor [Rare] Master While equipped: Stats Str +4, Wil +2, Cun +2, Con +1 offense ------ Damage +6% mind defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 148.0 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats Wil +2, Mag +4 defense ------ Crit Resistance 10.00% other ------- Light +2 Setup a psionic shield, reducing all damage taken by 63 for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats Str +6, Mag +1 offense ------ Damage +13% nature, +13% cold defense ------ Armor +12 Resistance +3% lightning, +9% darkness +26% cold, +26% nature +5% arcane other ------- Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats Str +5, Con +5 offense ------ Physical Power +6 (+2 eff.) defense ------ Life +43.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Random Unique] Nature/Master While equipped: Stats Str +4, Dex +4, Wil +3, Cun +4 Con +3 offense ------ Mindpower +5 (+3 eff.) Damage +9% darkness, +9% fire Ignore resists +15% darkness defense ------ Defense +11 (+6 eff.) Resistance +6% fire Physical save +13 (+5 eff.) Spell save +11 (+5 eff.) Mind save +18 (+9 eff.) Stealth +8 A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 134% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 blight +7 item blight disease On Hit: 20% Curse of Vulnerability level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 28 While equipped: Stats Str +1 offense ------ Damage +8% physical Accuracy +10 (+3 eff.) On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% acid, +3% temporal Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Blunt and deadly. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats Dex +3 offense ------ On-Hit 5 physical Damage +9% blight, +5% physical Accuracy +16 (+4 eff.) defense ------ Armor +7 Fatigue +3% Physical save +7 (+3 eff.) Mind save +7 (+4 eff.) Unlife -20.00 life Disarm Resist +24% Stun Resist +10% 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. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature While equipped: Stats Str +1, Dex +2, Wil +2 defense ------ Armor +11 Fatigue +22% Resistance +12% blight, +6% cold +10% darkness, +8% acid Life Regen +2.30 other ------- Stamina/turn +0.80 Light +4 Infravision +2 Breathe water A suit of armour made of metal plates. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Spell Crit +2% Critical power +5.00% Spellpower +15 (+3 eff.) defense ------ Defense +6 (+3 eff.) Physical save +6 (+2 eff.) other ------- Mana/turn +0.08 Vim-on-crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats Str +1, Mag +2, Con +1 offense ------ Spellpower/crit +2 defense ------ Resistance +2% physical other ------- Stamina/turn +2.00 Mana/turn +0.16 Max mana +20.00 Masteries +0.18 Demented/Path of horror +0.18 Demented/Friend of the worm Amulets make your neck look great! |
Inventory
![]() 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 214 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 849 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 190.52 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% mind defense ------ Resistance +6% physical, +5% arcane +12% darkness Unlife -20.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Wil +3 defense ------ Resistance +13% lightning Stun Resist +22% Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +13% acid, +18% fire Ignore resists +15% mind When Hit 4 mind, 2 fire defense ------ Resistance +26% acid, +24% lightning Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats Mag +4, Wil +2, Cun +3 offense ------ Spell Crit +3% Physical Power +7 (+2 eff.) Spellpower +24 (+6 eff.) Mindpower +8 (+4 eff.) Damage +13% blight Ignore Shields +20% defense ------ Resistance +13% blight Spell save +3 (+1 eff.) 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 T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +6 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+4 eff.) Disengage: Puts all charms on 10 turn 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 91% 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! |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +5.0% Attack Speed 100% Ignore Shields +10% On Hit: * Create an explosion dealing 100 cold damage (1/turn) While equipped: offense ------ Damage +6% cold Ignore resists +10% cold Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats Mag +1, Wil +3 offense ------ Spellpower +5 (+1 eff.) Ignore resists +9% physical Accuracy +10 (+3 eff.) Ignore Armor +7 Sharp, short and deadly. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 149% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 temporal While equipped: defense ------ Resistance +13% temporal Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature/Master Weapon Damage 149% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +9 nature While equipped: Stats Con +5 offense ------ Physical Power +7 (+2 eff.) Ignore resists +13% physical defense ------ Disarm Resist +21% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Arcane/Master Weapon Damage 111% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats Mag +3, Wil +1 offense ------ Physical Crit +7.0% Spellpower +5 (+1 eff.) Damage +6% nature, +3% acid Accuracy +6 (+2 eff.) defense ------ Defense +6 (+3 eff.) Resistance +9% nature Disarm Resist +24% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 115% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats Con +10, Wil +7 offense ------ Physical Power +5 (+1 eff.) Ignore resists +5% physical defense ------ Life +38.00 Disarm Resist +11% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 mace 1H weapon [Random Unique] Arcane/Master Weapon Damage 109% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: * Create an explosion dealing 100 acid damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: Stats Con +1 offense ------ Physical Power +5 (+1 eff.) Damage +10% acid, +6% lightning Ignore resists +8% acid, +7% physical +5% lightning defense ------ Resistance +9% lightning Disarm Resist +10% Blunt and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 95% Range: 1.0x-1.1x Uses 50% Wil, 50% Mag, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% nature defense ------ Resistance +4% blight Disease Resist +13% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Weapon Damage 66% Range: 1.0x-1.1x Uses 50% Mag Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Ignore resists +7% all Accuracy +11 (+3 eff.) Ignore Armor +7 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Mag +3, Wil +3, Con +4 offense ------ Spell Crit +3% Spellpower +18 (+4 eff.) Damage +20% lightning, +21% temporal Ignore resists +5% blight When Hit 2 temporal defense ------ Life Regen +0.80 Healmod +15% other ------- Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +8.0% Spell Crit +3% Spellpower +16 (+4 eff.) On-Hit 20 arcane Damage +20% fire Ignore resists +10% fire other ------- Max mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +10 item expose, +5 mind +5 nature On Hit: * 10% chance to reduce all saves and defense by 15 While equipped: Stats Cun +1, Wil +2 One-handed war axes. |
![]() 3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 115% Range: 1.0x-1.1x Uses 50% Mag, 100% Dex Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 23.44 to 70.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light When Hit 6 acid defense ------ Resistance +6% nature Life Regen +1.00 Healmod +10% A belt that goes around your waist. |
![]() 1.0 Encumbrance T3 belt armor [Ego+] Psionic While equipped: Stats Wil +2 defense ------ Mind save +7 (+4 eff.) Life +57.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats Str +1, Con +1 defense ------ Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats Mag +6 offense ------ Spell Crit +15% Spellpower +15 (+3 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +15% darkness, +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Damage +18% acid, +14% arcane defense ------ Resistance +27% acid, +11% all other ------- Max mana +34.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: Stats Cun +4, Dex +3 offense ------ Damage +6% arcane, +6% darkness Ignore resists +15% arcane defense ------ Armor +3 Resistance +19% lightning, +21% temporal +5% arcane, +9% darkness Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 15/15. 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 91% 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. A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats Str +4, Cun +2, Con +4 offense ------ Damage +5% physical defense ------ Armor +3 Fatigue +2% Physical save +11 (+4 eff.) Mind save +11 (+6 eff.) Disease Resist +15% other ------- Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was changed by the digestive sack. |
![]() 1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego+] Disrupt/Master While equipped: Stats Dex +3 offense ------ Accuracy +13 (+3 eff.) When Hit: * 19 arcane resource burn defense ------ Armor +2 Spell save +10 (+5 eff.) 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. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: offense ------ On-Hit 6 darkness Damage +3% darkness defense ------ Armor +2 Resistance +5% darkness 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. |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% lightning, +6% temporal A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: defense ------ Armor +3 Fatigue +5% Resistance +5% fire, +7% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +4, Con +3 offense ------ Mindpower +5 (+3 eff.) When Hit 2 nature defense ------ Armor +1 Fatigue +1% Mind save +6 (+3 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +15% acid Ignore resists +20% lightning When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +14 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% temporal, +17% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego+] Master While equipped: Stats Str +4 defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% darkness, +5% physical other ------- Light +2 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
![]() 14.0 Encumbrance T1 heavy armor [Ego] Arcane/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% lightning, +10% light +10% darkness A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +20% lightning, +12% light +13% darkness A suit of armour made of leather. |
![]() 17.0 Encumbrance T3 massive armor [Ego+] Nature/Disrupt While equipped: defense ------ Armor +11 Fatigue +22% Resistance +12% nature, +12% blight Life +23.00 Life Regen +3.00 Healmod +12% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T3 massive armor [Ego++] Nature While equipped: Stats Wil +1 defense ------ Armor +14 Fatigue +22% Resistance +7% acid, +7% cold +12% darkness, +17% blight other ------- Light +1 Breathe water A suit of armour made of metal plates. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid 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 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 [Ego] Master While equipped: Stats Str +2 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats Str +3 offense ------ Ignore Armor +5 While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn 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. |
![]() 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Armor +4 Defense +5 (+3 eff.) Resistance +3% blight, +6% light Physical save +9 (+3 eff.) Life +46.00 Blind Resist +10% Poison Resist +20% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats Cun +4 offense ------ Mindpower +30 (+15 eff.) Damage +6% mind When Hit 8 mind On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Physical save +10 (+4 eff.) Healmod +22% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% cold Ignore resists +15% cold defense ------ Resistance +9% darkness Life +42.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +9% temporal When Hit 11 fire On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +12% cold, +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance 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 T4 totem charm [Random Unique] Nature While equipped: offense ------ Damage +12% mind Ignore resists +15% mind When Hit 2 mind, 8 cold Heal yourself and all friendly characters within 10 spaces for 320 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 15% for 2 turns. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
![]() 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 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 T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% 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: 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. |
Achievements
By Dontra the Halfling Writhing One level 7
1st Summertide 122nd year of Ascendancy at 03:21 see stats
By Dontra the Halfling Writhing One level 24
51st Haze 122nd year of Ascendancy at 10:43 see stats
By Dontra the Halfling Writhing One level 22
41st Haze 122nd year of Ascendancy at 23:06 see stats
By Dontra the Halfling Writhing One level 10
17th Dusk 122nd year of Ascendancy at 14:50 see stats
By Dontra the Halfling Writhing One level 20
2nd Haze 122nd year of Ascendancy at 20:50 see stats
By Dontra the Halfling Writhing One level 20
17th Haze 122nd year of Ascendancy at 19:09 see stats
By Dontra the Halfling Writhing One level 26
53rd Haze 122nd year of Ascendancy at 06:53 see stats
By Dontra the Halfling Writhing One level 23
49th Haze 122nd year of Ascendancy at 21:55 see stats
By Dontra the Halfling Writhing One level 6
77th Pyre 122nd year of Ascendancy at 00:02 see stats
By Dontra the Halfling Writhing One level 13
26th Dusk 122nd year of Ascendancy at 18:33 see stats
By Dontra the Halfling Writhing One level 23
43rd Haze 122nd year of Ascendancy at 11:39 see stats
By Dontra the Halfling Writhing One level 17
44th Dusk 122nd year of Ascendancy at 15:20 see stats
By Dontra the Halfling Writhing One level 26
53rd Haze 122nd year of Ascendancy at 03:50 see stats
Log
Dontra performs a melee critical strike against Something!
Dontra damages herself through Martyrdom!
Melee retaliation hits Dontra for 2 healing, 13 fire, 2 healing, 13 fire (25 total damage) [4 healing].
Something hits Dontra for 1 healing, 7 physical, 0 blight, 0 physical, 2 healing, 11 darkness, 0 physical (19 total damage) [3 healing].
Dontra hits Something for 118 physical, 7 blight, 4 physical, 277 darkness, 4 physical (409 total damage).
Bleeding from Dremling hits Dontra for 8 physical damage.
Rotting Disease from Aduriwe the master vampire hits Dontra for 16 blight damage.
Burning from Elata the barrow wight hits Dontra for 5 fire damage.
Dontra evades Something.
Dontra receives 9 healing from Something.
Your summoned bloated horror disappears.
Ran for 2 turns (stop reason: taken damage).
Bleeding from Dremling hits Dontra for 8 physical damage.
Rotting Disease from Aduriwe the master vampire hits Dontra for 16 blight damage.
Burning from Elata the barrow wight hits Dontra for 5 fire damage.
Dontra deflects the projectile from Something but fumbles!
Dontra evades Something.
Something hits Dontra for 25 physical, 7 fire (31 total damage).
Dontra is no longer evading attacks.
Dontra stops bleeding.
Rotting Disease from Aduriwe the master vampire hits Dontra for 22 blight damage.
Burning from Elata the barrow wight hits Dontra for 5 fire damage.
Dontra uses Infusion: Movement.
Dontra is moving at extreme speed!
Ran for 2 turns (stop reason: taken damage).
Dontra damages herself through Martyrdom!
Elata the barrow wight's Beyond the Flesh hits Dontra for 57 physical, 8 blight (64 total damage).
Dontra the level 27 halfling writhing one was debilitated by noxious blight before falling to death by Elata the barrow wight on level 1 of Dremshor Tunnels.