Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | ZOmnibus Lite 1.6.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Ogre |
Class | Bulwark |
Level / Exp | 24 / 6% |
Size | big |
Lifes / Deaths | Killed by skeleton archer at level 21 on the 70th Regrowth 123rd year of Ascendancy at 16:45 0 / 8Killed by Headless Horseman at level 21 on the 70th Regrowth 123rd year of Ascendancy at 19:09 Killed by fire drake at level 22 on the 80th Regrowth 123rd year of Ascendancy at 22:33 Killed by Aerimina the greater telugoroth at level 23 on the 1st Pyre 123rd year of Ascendancy at 06:47 Killed by ultimate telugoroth at level 23 on the 1st Pyre 123rd year of Ascendancy at 15:50 Killed by skeleton mage at level 23 on the 2nd Pyre 123rd year of Ascendancy at 02:48 Killed by Xyyarith the temporal stalker at level 24 on the 3rd Pyre 123rd year of Ascendancy at 06:56 Killed by Chronolith Twin at level 24 on the 3rd Pyre 123rd year of Ascendancy at 09:50 |
Primary Stats
Strength | 58 (base 54) |
Dexterity | 54 (base 48) |
Constitution | 19 (base 12) |
Magic | 12 (base 10) |
Willpower | 12 (base 10) |
Cunning | 20 (base 10) |
Resources
Life | -94/852 |
Mana | 248/248 |
Stamina | 79/204 |
Healing Factor | 1.0714285714285 |
Regeneration | 22.076830289445 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 21.388114253578 |
See Invisible | 21.388114253578 |
Offense: Mainhand
Damage | 68 |
Accuracy | 41 |
Crit Chance | 32% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 9 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 15 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Lightning | +13% |
Physical | +20% |
Mind | +14% |
All | +2% |
Offense: Damage Penetration
Darkness | +20% |
Defense: Base
Armour (hardiness) | 52.08934837382 (81.030927835052%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 31 |
Physical Save | 39 |
Spell Save | 30 |
Mental Save | 15 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 17%( 70%) |
Cold | + 26%( 70%) |
All | + 13%( 70%) |
Lightning | + 49%( 70%) |
Light | + 18%( 70%) |
Temporal | + 9%( 70%) |
Physical | + 21%( 70%) |
Darkness | + 24%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Stun Resistance | 54% |
Bleed Resistance | 20% |
Teleport Resistance | 0% |
Pinning Resistance | 38% |
Disarm Resistance | 65% |
Instadeath Resistance | 100% |
Knockback Resistance | 56% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 300 damage for 4 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 629% 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Battle tactics | 1.44 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
detrimental effect | The target is using a two handed weapon in a single hand, reducing physical power, spellpower and mindpower by 20% (based on size); also all damage procs from your offhand are reduced by 50%. Hit Penalty |
beneficial effect | The target has 17 increased life regeneration. Recovery |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You failed to protect the lost defiler from death by Burb the snow giant champion. Escort: lost defiler (level 1 of Daikara) | failed |
You failed to protect the lost defiler from death by large white snake. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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: * '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 vial of fire wyrm saliva. * You've found the needed ice ant stinger. 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 vial of wight ectoplasm. * You've found the needed green worm. * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed skeleton mage skull. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Sootstinger' (0 def, 3 armour) pair of hardened leather boots 'Sootstinger' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +9 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 35% Changes resistances: +9% acid / +3% darkness / +6% nature / +5% arcane / +3% light A pair of boots made of leather. |
Light source | Umbra's kiss Umbra's kissInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 14% * 10% chance to slow global speed by 35% * 20% chance to reduce damage dealt by 9% Changes resistances penetration: +20% darkness Changes damage: +6% acid Maximum life: +43.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Zithel' (0 def, 1 armour) =Cun+3= rough leather cap 'Zithel' (0 def, 1 armour) =Cun+3=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +6 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +3 Dex Changes damage: +12% physical Critical mult.: +15.00% Maximum stamina: +30.00 Mindpower: +3 (+2 eff.) A cap made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | titan's copper ring of lightning (+22%) =Con+3 LightningResist= titan's copper ring of lightning (+22%) =Con+3 LightningResist=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% lightning Changes damage: +11% lightning Physical save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | marksman's gold ring of tenacity marksman's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Disarm immunity: +25% Pinning immunity: +28% Knockback immunity: +26% Maximum life: +30.00 Rings can have magical properties. |
Around neck | grounding steel amulet of mastery (0.14 Technique / Battle tactics) =Lightning & StunResist= grounding steel amulet of mastery (0.14 Technique / Battle tactics) =Lightning & StunResist=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Talent mastery: +0.14 Technique / Battle tactics Stun/Freeze immunity: +24% Amulets can have magical properties. |
In main hand | Mayithra (22.5-33.75 power, 2 apr) Mayithra (22.5-33.75 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 22.5 - 33.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +10 cold When wielded/worn: Physical crit. chance: +19.0% Physical power: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 10 Changes resistances: +6% blight Mental save: +3 (+3 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
Around waist | Lelodunadas the Plaguevice Lelodunadas the PlagueviceInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +9 (+4 eff.) Effects on melee hit: * 10% chance to slow global speed by 35% * 10% chance to reduce all saves and defense by 10 Damage when hit (Melee): 6 nature Changes stats: +1 Str Changes resistances: +6% lightning / +6% temporal A belt that goes around your waist. |
In off hand | steel shield 'Plagueraider' (0 def, 12 armour, 14.5-17.4 power, 81.5 block) steel shield 'Plagueraider' (0 def, 12 armour, 14.5-17.4 power, 81.5 block)Requires: - Shield usage training - Strength 16 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.5 - 17.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.0% Block value: +82 Damage (Melee): +4 physical When wielded/worn: Armour: +12 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 189 physical damage over 5 turns (1/turn) Changes stats: +2 Wil Changes resistances: +9% nature Changes damage: +6% physical Talent granted: +1 Block Handheld deflection devices. |
Cloak | Foresttreason (2 def, 8 armour) Foresttreason (2 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 35% Changes stats: +1 Dex Changes resistances: +3% light / +15% cold Cut immunity: +20% Pinning immunity: +10% Teleport immunity: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Rhimalar the steel plate armour (0 def, 9 armour) Rhimalar the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 10 Changes stats: +5 Cun / +2 Wil Changes resistances: +15% blight / +10% darkness Changes damage: +12% mind Critical mult.: +10.00% Mental crit. chance: +1% Light radius: +1 A suit of armour made of metal plates. |
Inventory
heroism infusion of the psychic (die at -166; dur 5; cd 28) heroism infusion of the psychic (die at -166; dur 5; cd 28)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: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -166 life. The duration and life will increase by 1% for every 1% life you have lost (currently 238 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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. |
wild infusion (res 16%; physical; dur 4; cd 12) wild infusion (res 16%; physical; dur 4; cd 12)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: 12 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 16% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the warrior (res 30%; magical; dur 4; cd 13) wild infusion of the warrior (res 30%; magical; dur 4; cd 13)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: 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 magical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. 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. |
mindweaver's copper amulet of constitution (+3) =Con+3= mindweaver's copper amulet of constitution (+3) =Con+3=Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil / +3 Con Mental save: +6 (+5 eff.) Confusion immunity: +12% Mindpower: +6 (+5 eff.) Amulets can have magical properties. |
Marogund =Cun+4= Marogund =Cun+4=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +3 Str / +4 Mag / +4 Cun Changes resistances: +3% lightning Healing mod.: +5% Amulets can have magical properties. |
mule's copper ring of nature (+20%) mule's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +20% nature Changes damage: +10% nature Maximum encumbrance: +22 Rings can have magical properties. |
Zubumith the steel ring =Con+5= Zubumith the steel ring =Con+5=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 6 mind Changes stats: +4 Str / +2 Wil / +5 Con Critical mult.: +15.00% Hate when firing a critical mind attack: +2.00 Mental crit. chance: +5% Rings can have magical properties. |
treant's steel ring treant's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% nature / +7% blight Poison immunity: +12% Disease immunity: +11% Rings can have magical properties. |
gold ring of tenacity gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Disarm immunity: +23% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +32.00 Rings can have magical properties. |
titan's gold ring =Con+4= titan's gold ring =Con+4=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+3 eff.) Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Brenulen (25-40 power, 2 apr) Brenulen (25-40 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 25.0 - 40.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Defense: +22 (+9 eff.) Changes resistances: +2% physical Disarm immunity: +34% Massive two-handed swords. |
Spectral Blade (24-38.4 power, 25 apr) Spectral Blade (24-38.4 power, 25 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 24.0 - 38.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +25 Crit. chance: +3.0% Attack speed: 111% Damage (Melee): +10 arcane Damage (radius 2) on crit: +30 arcane silence When wielded/worn: Mana each turn: +0.50 Spellpower: +5 (+4 eff.) See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This sword appears weightless, and nearly invisible. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
enhanced elm longbow of enduring =Con+14= enhanced elm longbow of enduring =Con+14=Requires: - Dexterity 11 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +6 When wielded/worn: Changes stats: +6 Str / +5 Dex / +6 Mag / +14 Wil / +6 Cun / +14 Con Maximum life: +30.00 Longbows are used to shoot arrows at your foes. |
dwarven-steel shield 'Smearquill' (0 def, 6 armour, 31-37.2 power, 79 block) dwarven-steel shield 'Smearquill' (0 def, 6 armour, 31-37.2 power, 79 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.0 - 37.2 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% proc dam (max 200%) Crit. chance: +3.5% Block value: +79 On weapon hit: * 16% chance to reduce armor by 14% Damage (Melee): +20 cold When wielded/worn: Armour: +6 Fatigue: +8% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): 7 acid Damage when hit (Melee): 7 acid / 2 nature Changes resistances: +3% nature Changes damage: +12% temporal / +3% cold Talent granted: +1 Block Handheld deflection devices. |
iron mail armour of the deep (2 def, 6 armour) =Breathing= iron mail armour of the deep (2 def, 6 armour) =Breathing=Requires: - Heavy armour training - Strength 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: +6% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. |
Gythra =OrcTelepathy= Gythra =OrcTelepathy=Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Str Changes resistances penetration: +15% mind Grants telepathy: Humanoid/Orc Reduces incoming crit damage: 5.00% Mental save: +5 (+5 eff.) Spellpower: +2 (+2 eff.) See invisible: +18 A belt that goes around your waist. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
balancing rough leather belt =Cun+3= balancing rough leather belt =Cun+3=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +6.0% Changes stats: +3 Cun / +4 Dex Mental crit. chance: +6% A belt that goes around your waist. |
Zubowe (7 def, 0 armour) =ArcaneBurn= Zubowe (7 def, 0 armour) =ArcaneBurn=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * 20 arcane resource burn Changes resistances: +3% temporal / +5% arcane / +9% cold Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Morningmaim' (0 def, 1 armour) =Cun+3= pair of rough leather boots 'Morningmaim' (0 def, 1 armour) =Cun+3=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +7 Dex / +2 Mag / +2 Wil / +3 Cun / +1 Con / +6 Lck Changes resistances penetration: +20% light Stealth bonus: +7 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour) =MovementSpeed= pair of rough leather boots of speed (0 def, 1 armour) =MovementSpeed=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
wanderer's pair of hardened leather boots (0 def, 3 armour) =Con+2= wanderer's pair of hardened leather boots (0 def, 3 armour) =Con+2=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +2 Con Physical save: +10 (+3 eff.) Mental save: +10 (+7 eff.) A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Glorugathra (0 def, 2 armour) Glorugathra (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Physical power: +11 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +8 Str / +4 Dex / +3 Cun Changes resistances: +9% acid / +6% mind Talent cooldown: Double Strike (-1 turn) Physical save: +7 (+2 eff.) Spell save: +3 (+2 eff.) Stun/Freeze immunity: +10% Only die when reaching: -20.00 life 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. |
Steel Helm of Garkul (0 def, 6 armour) =Con+5= Steel Helm of Garkul (0 def, 6 armour) =Con+5=Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+8 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate 5 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. |
8 spinel 8 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 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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. |
5 citrine 5 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. |
5 zircon 5 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. |
9 aquamarine 9 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz 7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
193 alchemist agate 193 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. |
Glintwasp GlintwaspCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 10 Damage when hit (Melee): 2 light Changes resistances: +3% light / +21% fire Changes damage: +9% light Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubelravea ZubelraveaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +6% blight / +3% acid Changes damage: +9% acid Physical save: +6 (+2 eff.) Spell save: +3 (+2 eff.) Confusion immunity: +20% Teleport immunity: +20% Light radius: +4 Healing mod.: +20% A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul Demonic SoulPowered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 90 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Bizzare Contraption Bizzare Contraption2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Changes stats: +8 Cun Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
dwarven-steel pickaxe 'Arutha' (dig speed 28 turns) dwarven-steel pickaxe 'Arutha' (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -4% Changes stats: +2 Cun / +4 Str Changes resistances: +6% lightning / +6% darkness / +9% nature Life regen: +4.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+7 eff.) Mindpower: +5 (+4 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 18 power out of 25/25) : Effective talent level: 3.0 Power cost: 18 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 5 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 50% 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 182 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash totem of healing [power 144] (14 cooldown) ash totem of healing [power 144] (14 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heals yourself and all friendly characters within 10 spaces for 144 Activation puts all charms on cooldown for 14 turns. Natural totems are made by powerful wilders to store nature power. |
Cuthadedur the elm wand of conjuration [power 80] (14 cooldown) =Con+4= Cuthadedur the elm wand of conjuration [power 80] (14 cooldown) =Con+4=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +4 Con Confusion immunity: +10% Light radius: +2 It can be used to fire a magical bolt dealing 80 lightning damage Activation puts all charms on cooldown for 14 turns. When used: * Increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm 'Taintwrest' [power 88] (14 cooldown) =Cun+3= elm wand of lightning storm 'Taintwrest' [power 88] (14 cooldown) =Cun+3=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +3% nature / +3% lightning Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +3.00 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 19 lightning damage and will be dazed for 1 turn (99 total damage) Activation puts all charms on cooldown for 14 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By ShuntyGoodBoi the Ogre Bulwark level 8
8th Flare 122nd year of Ascendancy at 16:46 see stats
By ShuntyGoodBoi the Ogre Bulwark level 21
70th Regrowth 123rd year of Ascendancy at 19:44 see stats
By ShuntyGoodBoi the Ogre Bulwark level 12
5th Haze 122nd year of Ascendancy at 05:58 see stats
By ShuntyGoodBoi the Ogre Bulwark level 17
8th Decay 122nd year of Ascendancy at 21:07 see stats
By ShuntyGoodBoi the Ogre Bulwark level 10
10th Dusk 122nd year of Ascendancy at 00:56 see stats
By ShuntyGoodBoi the Ogre Bulwark level 20
44th Regrowth 123rd year of Ascendancy at 09:53 see stats
By ShuntyGoodBoi the Ogre Bulwark level 17
63rd Haze 122nd year of Ascendancy at 10:01 see stats
By ShuntyGoodBoi the Ogre Bulwark level 21
70th Regrowth 123rd year of Ascendancy at 19:06 see stats
By ShuntyGoodBoi the Ogre Bulwark level 9
4th Dusk 122nd year of Ascendancy at 00:13 see stats
By ShuntyGoodBoi the Ogre Bulwark level 9
5th Dusk 122nd year of Ascendancy at 11:09 see stats
By ShuntyGoodBoi the Ogre Bulwark level 14
24th Haze 122nd year of Ascendancy at 23:52 see stats
By ShuntyGoodBoi the Ogre Bulwark level 20
57th Regrowth 123rd year of Ascendancy at 18:39 see stats
By ShuntyGoodBoi the Ogre Bulwark level 18
2nd Wintertide 123rd year of Ascendancy at 15:32 see stats
By ShuntyGoodBoi the Ogre Bulwark level 23
2nd Pyre 123rd year of Ascendancy at 02:48 see stats
Log
Chronolith Clone slows down.
Chronolith Clone casts Temporal Bolt.
Chronolith Clone hits ShuntyGoodBoi for 121 temporal damage.
Burning from Chronolith Clone hits ShuntyGoodBoi for 31 fire damage.
Chronolith Clone uses Brain Storm.
Chronolith Clone hits ShuntyGoodBoi for 68 lightning damage.
Burning from Chronolith Clone hits ShuntyGoodBoi for 31 fire damage.
ShuntyGoodBoi is free from the entropy.
ShuntyGoodBoi stops burning.
Talent Shield Pummel is ready to use.
Talent Stone Touch is ready to use.
Talent Infusion: Healing is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Sheer Badassery is ready to use.
ShuntyGoodBoi resists the knockback!
Something hits ShuntyGoodBoi for 108 physical damage.
Chronolith Twin misses ShuntyGoodBoi.
Something hits ShuntyGoodBoi for 100 temporal damage.
Chronolith Clone's Temporal Bolt hits Chronolith Twin for 55 temporal damage.
ShuntyGoodBoi performs a melee critical strike against Chronolith Twin!
Chronolith Twin shrugs off ShuntyGoodBoi's 'Cripple'!
ShuntyGoodBoi hits Chronolith Twin for 12 physical, 2 cold (14 total damage).
Talent Shield Slam is ready to use.
Chronolith Twin casts Repulsion Blast.
Saving game...