Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! ZOmnibus Lite 1.7.0A 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 1.7.0Official 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:
Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Weekly Adventurer 1.5.7Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay== Harbinger == ( https://te4.org/games/addons/tome/harbinger ) Wild Gift / Blaze Wild Gift / Blizzard Wild Gift / Cyclone Wild Gift / Endurance Wild Gift / Rain Wild Gift / Supercell Wild Gift / Thunder == Zephyr == ( https://te4.org/games/addons/tome/zephyr-class ) Spell / Air Archery Spell / Storm Archery Spell / Swiftness Spell / Wild Magic nsrr== White Monk == ( https://te4.org/games/addons/tome/whitemonk ) Technique / Agile Combatant Technique / Black Belt Technique / Fending Technique / Martial Arts Technique / Mending Technique / Transcending Changelog1.0.2: 1.0.0: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Embers of Rage 1.7.0Official 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official 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 | Madness Roguelike |
Sex | Male |
Race | Dwarf |
Class | Brawler |
Level / Exp | 19 / 97% |
Size | medium |
Lifes / Deaths | Killed by orc necromancer at level 19 on the 1st Iron 123rd year of Ascendancy at 04:10 / 2Killed by Emelonor the gigantic corrosive tunneler at level 19 on the 11st Iron 123rd year of Ascendancy at 19:34 |
Primary Stats
Strength | 39 (base 23) |
Dexterity | 45 (base 47) |
Constitution | 33 (base 10) |
Magic | 8 (base 10) |
Willpower | 17 (base 10) |
Cunning | 27 (base 26) |
Resources
Life | -320/811 |
Stamina | 7/172 |
Healing Factor | 1.2889294477288 |
Regeneration | 6.7668796005763 |
Speed
Mental | +10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Offense: Barehand
Damage | 44 |
Accuracy | 49 |
Crit Chance | 6% |
APR | 7 |
Speed | 0.73 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Mind | +19% |
Nature | +15% |
Physical | +6% |
Cold | +11% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +5% |
Defense: Base
Armour (hardiness) | 25 (65.65183292883%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 33 |
Mental Save | 34 |
Defense: Resistances
Acid | + 21%( 73%) |
Arcane | + 26%( 73%) |
Cold | + 39%( 73%) |
All | + 18%( 73%) |
Light | + 26%( 73%) |
Temporal | + 28%( 73%) |
Physical | + 24%( 73%) |
Mind | + 30%( 73%) |
Nature | + 43%( 73%) |
Defense: Immunities
Disarm Resistance | 23% |
Confusion Resistance | 23% |
Teleport Resistance | 10% |
Pinning Resistance | 24% |
Instadeath Resistance | 100% |
Knockback Resistance | 42% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 426 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 130 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 555% 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 Dexterity stat. |
Class Talents
Technique / Pugilism | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 |
Equipment
On feet | pair of rough leather boots 'Belaba' (0 def, 1 armour) pair of rough leather boots 'Belaba' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +30 (+10 eff.) Armour penetration: +2 Physical power: +25 (+7 eff.) Armour: +1 Changes stats: +2 Str Life regen: +3.00 Healing mod.: +11% A pair of boots made of leather. |
On hands | Lightningreaper the rough leather gloves (0 def, 1 armour) Lightningreaper the rough leather gloves (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 7 mind Damage when hit (Melee): 4 mind / 2 lightning Changes resistances: +3% cold / +12% mind / +9% light Changes damage: +4% mind When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Psychic Lobotomy (20% chance level 1). Damage (radius 2) on crit: +6 mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On head | linen wizard hat 'Sewerfurnace' (1 def, 0 armour) linen wizard hat 'Sewerfurnace' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to slow global speed by 44% Changes stats: +1 Str / +2 Con Changes resistances: +16% cold Changes damage: +11% cold Stamina each turn: +3.00 A pointy cloth hat, very wizardly... |
Tool | ash totem of healing 'Faleruigas' [power 188] (15 cooldown) ash totem of healing 'Faleruigas' [power 188] (15 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Armour: +2 Reduces incoming crit damage: 15.00% Maximum life: +60.00 It can be used to heal yourself and all friendly characters within 10 spaces for 188 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. * Reduce fatigue by 21% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Lelyzor the copper ring Lelyzor the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% cold / +6% temporal Mental save: +6 (+3 eff.) Confusion immunity: +23% Life regen: +2.00 Only die when reaching: -80.00 life Rings make your fingers look great! |
On fingers | gladiator's copper ring of tenacity gladiator's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Disarm immunity: +23% Pinning immunity: +24% Knockback immunity: +22% Maximum life: +25.00 Rings make your fingers look great! |
Around neck | Daimedechik the steel amulet Daimedechik the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +4 Physical power: +6 (+2 eff.) Armour: +4 Defense: +4 (+1 eff.) Changes resistances: +6% physical Changes resistances cap: +3% all Changes resistances penetration: +5% physical Changes damage: +6% physical Physical save: +9 (+3 eff.) Stamina each turn: +0.30 Combat speed: +10% Amulets make your neck look great! |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Light source | Silama the brass lantern Silama the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +5% arcane / +3% mind Physical save: +3 (+1 eff.) Knockback immunity: +10% Teleport immunity: +10% Maximum life: +42.00 Light radius: +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. |
Cloak | linen cloak 'Eilinota' (1 def, 0 armour) linen cloak 'Eilinota' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Cun Changes resistances: +3% acid / +1% physical / +6% temporal Changes resistances penetration: +10% mind Physical save: +9 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | rough leather belt 'Saliminor' rough leather belt 'Saliminor'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +5% arcane / +3% cold Knockback immunity: +10% Only die when reaching: -80.00 life Maximum life: +30.00 A belt that goes around your waist. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the titan (heal 116; cd 10) healing infusion of the titan (heal 116; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 484%; cd 16) movement infusion of the sneak (speed 484%; cd 16)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: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 484% 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 Cunning 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. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 627%; cd 14) movement infusion of the warrior (speed 627%; cd 14)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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 627% 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. 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. Press to compare to your current inscriptions |
regeneration infusion of the wizard (heal 303; 15 cd) regeneration infusion of the wizard (heal 303; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Magic 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 19%; mental; dur 2; cd 15) wild infusion of the psychic (res 19%; mental; dur 2; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
psionicist's copper ring of luminosity psionicist's copper ring of luminosityPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 12 light Damage (Ranged): 14 light Changes stats: +3 Wil / +2 Mag Changes damage: +11% light Mental save: +6 (+3 eff.) Rings make your fingers look great! |
Adanne the steel ring Adanne the steel ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Dex Changes resistances: +22% light / +12% blight Changes damage: +11% light / +12% blight Mental save: +5 (+2 eff.) Confusion immunity: +20% Light radius: +1 Infravision radius: +3 Rings make your fingers look great! |
rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Changes stats: +3 Cun Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
titan's steel ring of frost (+22%) titan's steel ring of frost (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% cold Changes damage: +11% cold Physical save: +6 (+2 eff.) Rings make your fingers look great! |
Xanilaith the iron longsword (105% power, 2 apr) Xanilaith the iron longsword (105% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 106% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Changes stats: +2 Str / +1 Dex / +8 Cun Changes damage: +6% physical Light radius: +3 Infravision radius: +2 See invisible: +6 Sharp, long, and deadly. |
iron longsword 'Polywe' (103% power, 2 apr) iron longsword 'Polywe' (103% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage against: +8% Unnatural When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes stats: +4 Cun / +2 Wil Changes resistances: +3% blight Light radius: +2 See invisible: +6 Sharp, long, and deadly. |
Xera (135% power, 4 apr) Xera (135% power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 135% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +13 light Damage against: +11% Undead When wielded/worn: Damage when hit (Melee): 2 arcane Changes resistances penetration: +20% mind Changes damage: +3% mind Mindpower: +10 (+5 eff.) Sharp, long, and deadly. |
Faladil (104% power, 2 apr) Faladil (104% power, 2 apr)Requires: - Strength 11 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) When wielded/worn: Physical power: +15 (+4 eff.) Changes stats: +2 Wil / +3 Con One-handed war axes. |
Durandil the Hailbait (98% power, 5 apr) Durandil the Hailbait (98% power, 5 apr)Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 99% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 18 Damage (Melee): +7 mind Damage (radius 1) on hit: +16 cold When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +3% lightning / +9% cold Sharp, short and deadly. |
Aeroba (108% power, 6 apr) Aeroba (108% power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Power: 108% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 mind / +6 cold When wielded/worn: Physical crit. chance: +7.0% Mental crit. chance: +6% Sharp, short and deadly. |
creative vined mindstar (83% power, 18 apr, mind damage) creative vined mindstar (83% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
Samulach the Tundrastreaker (0 def, 0 armour) Samulach the Tundrastreaker (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +18% lightning / +14% physical / +21% nature / +9% all Changes resistances penetration: +5% mind Changes damage: +12% lightning / +14% physical / +6% cold / +14% nature / +12% mind A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dazzleterror DazzleterrorCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun Changes resistances: +5% fire / +12% cold Changes damage: +6% light / +3% mind Maximum psi: +10.00 A belt that goes around your waist. |
Xerebeth XerebethPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +4 Str / +2 Dex / +1 Cun / +1 Con Changes resistances: +7% light / +6% darkness Reduces incoming crit damage: 5.00% A belt that goes around your waist. |
monstrous rough leather belt of the vagrant monstrous rough leather belt of the vagrantInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +4 Str / +6 Con Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Mindpower: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
noble's rough leather belt noble's rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +16% Summoned Reduced damage from: +18% Summoned A belt that goes around your waist. |
pair of rough leather boots 'Chilakor' (0 def, 1 armour) pair of rough leather boots 'Chilakor' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Wil / +2 Cun / +2 Con Changes resistances: +3% blight / +2% physical Physical save: +11 (+3 eff.) Mental save: +12 (+6 eff.) A pair of boots made of leather. |
Gymina the pair of iron boots (0 def, 7 armour) Gymina the pair of iron boots (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes stats: +4 Dex Changes resistances: +6% lightning / +6% temporal Cut immunity: +10% Stun/Freeze immunity: +20% Psi when hit: +0.04 Light radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayunn the Jetpassion (0 def, 4 armour) Mayunn the Jetpassion (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +4 Fatigue: +2% Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage when hit (Melee): 2 darkness Changes stats: +4 Wil Changes resistances: +3% fire Changes damage: +6% darkness Infravision radius: +2 See invisible: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Power: 89% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 34.51 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Lorirak (0 def, 1 armour) Lorirak (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +12% blight / +3% fire / +3% cold Physical save: +12 (+4 eff.) Spell save: +3 (+1 eff.) Mental save: +4 (+2 eff.) Disarm immunity: +21% Equilibrium when hit: +0.16 Maximum hate: +6.00 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 125% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +5 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Beikor (0 def, 1 armour) Beikor (0 def, 1 armour)Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun Changes resistances: +3% blight Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Life regen: +2.00 Stamina each turn: +0.60 Maximum life: +40.00 Maximum stamina: +12.00 Mental crit. chance: +4% When used to modify unarmed attacks: Power: 106% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 1). Metal gloves protecting the hands up to the middle of the lower arm. |
Armyrath the linen wizard hat (1 def, 0 armour) Armyrath the linen wizard hat (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +8 Wil Critical mult.: +5.00% Physical save: +6 (+2 eff.) Maximum psi: +20.00 Mindpower: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour) clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Mental save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Belena (0 def, 1 armour) Belena (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +20 (+5 eff.) Armour: +1 Fatigue: +1% Changes resistances: +5% cold Changes resistances penetration: +10% physical Allows you to breathe in: water Maximum stamina: +10.00 A cap made of leather. |
Eilinewyn (0 def, 1 armour) Eilinewyn (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Mag / +3 Con Mana each turn: +0.04 Spellpower on spell critical (stacks up to 3 times): +4 Damage Shield penetration: +10% A cap made of leather. |
Elunor the rough leather cap (0 def, 1 armour) Elunor the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 arcane Changes stats: +6 Str / +2 Mag / +1 Cun / +1 Con Changes resistances penetration: +10% acid Changes damage: +6% arcane Physical save: +12 (+4 eff.) A cap made of leather. |
Runirain the iron helm (0 def, 3 armour) Runirain the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +30 (+8 eff.) Armour: +3 Fatigue: +5% Changes resistances: +6% nature Changes damage: +6% physical Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Spell save: +4 (+2 eff.) Maximum life: +42.00 Healing mod.: +12% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of strength (+3) (0 def, 3 armour) grounding iron helm of strength (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str Changes resistances: +5% lightning / +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Airfear' (0 def, 3 armour) iron helm 'Airfear' (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances: +9% acid / +9% darkness / +6% lightning Spell save: +6 (+3 eff.) Maximum mana: +20.00 Spell crit. chance: +1% Mindpower: +3 (+1 eff.) Healing mod.: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Offalseam' (0 def, 3 armour) iron helm 'Offalseam' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 18 * 10% chance to slow global speed by 44% * 20% chance to reduce damage dealt by 15% Changes stats: +3 Str Changes resistances: +3% nature Changes resistances penetration: +10% darkness / +25% nature A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Camebar the Rootshear Camebar the RootshearInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes damage: +3% nature / +3% mind Physical save: +9 (+3 eff.) Only die when reaching: -60.00 life Light radius: +3 Healing mod.: +10% 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. |
brass lantern 'Cinderoozer' brass lantern 'Cinderoozer'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes stats: +3 Str / +6 Wil / +4 Cun Changes resistances: +6% fire Changes damage: +5% mind Light radius: +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. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Glitterpython (dig speed 29 turns) Glitterpython (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 18 Damage when hit (Melee): 2 light Changes stats: +1 Str / +1 Dex Changes damage: +6% cold Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 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. |
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 (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Aruyon the Cloudsaw [power 100] (15 cooldown) Aruyon the Cloudsaw [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Damage when hit (Melee): 8 lightning Changes stats: +2 Cun / +2 Con Changes resistances: +3% lightning It can be used to project a gust of wind in a cone knocking enemies back 7 spaces and dealing 106 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
extending steel torque of mindblast [power 155] (15 cooldown) extending steel torque of mindblast [power 155] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
Camogrim the elm totem of healing [power 122] (15 cooldown) Camogrim the elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes resistances: +6% lightning / +6% blight Reduces incoming crit damage: 5.00% Spell save: +9 (+4 eff.) Disarm immunity: +20% It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Maniromilar the Burnhunter [power 110] (15 cooldown) Maniromilar the Burnhunter [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% acid / +3% fire Changes damage: +12% mind Equilibrium when hit: +0.08 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 40. Natural totems are made by powerful wilders to store nature power. |
cleansing elm totem of healing [power 116] (15 cooldown) cleansing elm totem of healing [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Ragudir' [power 116] (15 cooldown) elm totem of stinging 'Ragudir' [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +2% physical Changes damage: +3% physical Physical save: +6 (+2 eff.) Light radius: +1 It can be used to sting an enemy dealing 133 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing elm totem of healing [power 110] (15 cooldown) piercing elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Bob the Dwarf Brawler level 12
7th Dearth 122nd year of Ascendancy at 05:39 see stats
By Bob the Dwarf Brawler level 10
20th Wealth 122nd year of Ascendancy at 22:17 see stats
By Bob the Dwarf Brawler level 6
19th Voratun 122nd year of Ascendancy at 06:17 see stats
By Bob the Dwarf Brawler level 11
28th Wealth 122nd year of Ascendancy at 00:17 see stats
By Bob the Dwarf Brawler level 11
26th Wealth 122nd year of Ascendancy at 06:26 see stats
By Bob the Dwarf Brawler level 17
12nd Loss 122nd year of Ascendancy at 15:58 see stats
By Bob the Dwarf Brawler level 19
1st Iron 123rd year of Ascendancy at 04:10 see stats
Log
Melee retaliation hits Emelonor the gigantic corrosive tunneler for (1 flat reduction), 0 lightning, (3 flat reduction), 0 nature, (11 flat reduction), 6 nature, (4 flat reduction), 0 mind (6 total damage).
Emelonor the gigantic corrosive tunneler hits Bob for (16 flat reduction), (68 reacted , -5 stam), 148 physical (148 total damage).
Layyrianne the sandworm has shrugged off 56 damage and is ready for more.
Bob is lost in despair!
Bob reacts to an attack from Layyrianne the sandworm, mitigating the blow!.
Layyrianne the sandworm is poisoned!
Emelonor the gigantic corrosive tunneler speeds up.
Emelonor the gigantic corrosive tunneler has recovered!
Poison from Bob hits Emelonor the gigantic corrosive tunneler for (5 flat reduction), 0 nature (0 total damage).
Melee retaliation hits Layyrianne the sandworm for 0 lightning, 0 nature, 0 nature, 0 mind (0 total damage).
Layyrianne the sandworm hits Bob for (16 flat reduction), (38 reacted , -5 stam), 83 physical, (7 flat reduction), 0 nature (83 total damage).
Bob is confused and fails to use Attack.
Bob instinctively hardens his skin and ignores the attack!
Bob repels an attack from Emelonor the gigantic corrosive tunneler.
Layyrianne the sandworm misses Bob.
Layyrianne the sandworm has shrugged off 12 damage and is ready for more.
Layyrianne the sandworm speeds up.
Poison from Bob hits Emelonor the gigantic corrosive tunneler for (5 flat reduction), 0 nature (0 total damage).
Poison from Bob hits Layyrianne the sandworm for 0 nature damage.
Bob is no longer weakened.
Talent Concussive Punch is ready to use.
Talent Dig is ready to use.
Talent Spinning Backhand is ready to use.
Emelonor the gigantic corrosive tunneler throws two quick punches.
Emelonor the gigantic corrosive tunneler slows down.
Melee retaliation hits Emelonor the gigantic corrosive tunneler for (1 flat reduction), 0 lightning, (2 flat reduction), 0 nature, (11 flat reduction), 0 nature, (1 flat reduction), 0 mind, (1 flat reduction), 0 lightning, (2 flat reduction), 0 nature, (11 flat reduction), 0 nature, (1 flat reduction), 0 mind (1 total damage).
Emelonor the gigantic corrosive tunneler hits Bob for (16 flat reduction), 112 physical (112 total damage).
Bob the level 19 dwarf brawler was shattered to death by Emelonor the gigantic corrosive tunneler on level 3 of Sandworm lair.