Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Higher |
Class | Doombringer |
Level / Exp | 30 / 95% |
Size | medium |
Lifes / Deaths | Killed by Xanida the large brown snake at level 30 on the 72nd Regrowth 123rd year of Ascendancy at 05:58 / 1 |
Primary Stats
Strength | 70 (base 60) |
Dexterity | 16 (base 10) |
Constitution | 22 (base 12) |
Magic | 65 (base 59) |
Willpower | 21 (base 10) |
Cunning | 18 (base 11) |
Resources
Life | -246/936 |
Stamina | 140/214 |
Vim | 41/256 |
Healing Factor | 1.4224166372473 |
Regeneration | 10.312520620043 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +107% |
Vision
Sight | 11 |
Lite | 5 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 118 |
Accuracy | 48 |
Crit Chance | 28% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Light | +6% |
Nature | +8% |
Physical | +14% |
Fire | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +53% |
Physical | +50% |
Arcane | +53% |
Fire | +64% |
All | +38% |
Defense: Base
Armour (hardiness) | 25 (38.594633868923%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 39 |
Spell Save | 53 |
Mental Save | 30 |
Defense: Resistances
Acid | + 14%( 70%) |
Physical | + 12%( 70%) |
Nature | + 20%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 33%( 70%) |
Fire | + 43%( 70%) |
All | + 11%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Disarm Resistance | 27% |
Poison Resistance | 10% |
Blind Resistance | 35% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 9 turns. While Heroism is active, you will only die when reaching -581 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1162 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. 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 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Corruption / Torture | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.14 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Lisyrina the bandit. Escort: worried loremaster (level 1 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed hummerhorn wing. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala has completed an elixir of the savior without your aid. 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 ice ant stinger. * You've found the needed orc heart. * You've found the needed vial of squid ink. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Bethutira (0 def, 8 armour) Bethutira (0 def, 8 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +6% fire Blindness immunity: +20% Poison immunity: +10% Pinning immunity: +20% Life regen: +4.00 Maximum life: +60.00 Infravision radius: +2 A pair of boots made of leather. |
Light source | survivor's alchemist's lamp of health survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +7 (+2 eff.) Maximum life: +49.00 Light radius: +4 Healing mod.: +12% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Urthondil the Magmawither (0 def, 4 armour) Urthondil the Magmawither (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to reduce armor by 36% Changes stats: +4 Con Changes resistances: +6% fire Changes resistances penetration: +15% acid Changes damage: +9% acid / +21% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | piercing yew wand of clairvoyance [power 11] (12/15 cooldown) piercing yew wand of clairvoyance [power 11] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to reveal the area around you, dispelling darkness (radius 11, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gold quartz ring gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Mag Stun/Freeze immunity: +30% Spellpower: +8 (+3 eff.) Rings make your fingers look great! |
On fingers | Ring of Growth Ring of GrowthInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Wil Changes resistances: +10% nature Changes damage: +8% nature / +8% physical Physical save: +8 (+3 eff.) Life regen: +3.00 Healing mod.: +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | skylord's rough leather belt of recklessness skylord's rough leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Changes stats: +3 Str / +3 Dex / +3 Wil / +3 Cun Critical mult.: +6.00% Physical save: +11 (+4 eff.) Spell save: +11 (+3 eff.) Mental save: +11 (+5 eff.) A belt that goes around your waist. |
In main hand | stralite greatsword 'Cinderkin' (46-74 power, 3 apr) stralite greatsword 'Cinderkin' (46-74 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 arcane Damage (radius 1) on hit: +8 arcane Damage (radius 2) on crit: +68 fire When wielded/worn: Accuracy: +19 (+6 eff.) Armour penetration: +13 Physical power: +9 (+3 eff.) Changes stats: +6 Con Changes resistances: +9% fire Changes resistances penetration: +12% physical / +26% fire / +15% arcane / +13% all Disarm immunity: +17% Global speed: +7% Massive two-handed swords. |
On hands | heroic voratun gauntlets of war-making (0 def, 9 armour) heroic voratun gauntlets of war-making (0 def, 9 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +9.0% Armour: +9 Fatigue: +5% Critical mult.: +8.00% Mental save: +10 (+5 eff.) Maximum life: +50.00 Spell crit. chance: +12% Mental crit. chance: +12% When used to modify unarmed attacks: Base power: 45.5 - 63.7 Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +15 Crit. chance: +16.0% Attack speed: 83% When this weapon hits: Battle Shout (10% chance level 5). When this weapon crits: Cripple (20% chance level 5). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | cashmere robe 'Elissra' (0 def, 0 armour) cashmere robe 'Elissra' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +2.0% Changes stats: +2 Dex Changes resistances: +12% blight / +15% fire / +11% all Changes damage: +6% physical Spell save: +23 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Aeriba the Lustreraptor (21 def, 4 armour) Aeriba the Lustreraptor (21 def, 4 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +21 (+5 eff.) Changes stats: +3 Wil Changes damage: +6% light Mental save: +6 (+3 eff.) Disarm immunity: +10% Light radius: +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Khelolathabar' copper amulet 'Khelolathabar'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +25 (+6 eff.) Changes stats: +2 Str Changes resistances: +3% acid / +1% physical Talent mastery: +0.14 Cunning / Survival Stamina each turn: +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 549%; cd 14) movement infusion of the titan (speed 549%; 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 549% 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 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. |
blink rune of the wizard (range 7; phase 22; cd 14) blink rune of the wizard (range 7; phase 22; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 501; dur 5; cd 18) shielding rune of the wizard (absorb 501; dur 5; cd 18)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune 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 spell Description: Activate the rune to create a protective shield absorbing at most 501 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Ashspitter the copper amulet Ashspitter the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 2 fire Changes stats: +5 Dex / +3 Cun / +4 Con Changes resistances: +3% physical Life regen: +2.00 Stamina each turn: +0.50 See invisible: +6 Movement speed: +10% Amulets make your neck look great! |
Starwake the steel amulet Starwake the steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +2 Dex / +9 Mag / +2 Wil Changes resistances: +12% light Changes damage: +7% physical Light radius: +2 See invisible: +12 Combat speed: +10% Amulets make your neck look great! |
grounding gold amulet grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +11% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
vitalizing stralite amulet of murder vitalizing stralite amulet of murderInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +13 Changes stats: +4 Con Critical mult.: +10.00% Physical save: +9 (+3 eff.) Life regen: +6.00 Maximum life: +51.00 Amulets make your neck look great! |
Bokigas the copper ring Bokigas the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +1 Physical crit. chance: +1.0% Defense: +6 (+2 eff.) Changes stats: +3 Cun / +4 Dex Physical save: +6 (+2 eff.) Light radius: +1 Rings make your fingers look great! |
Ivariawyn the Morningdream Ivariawyn the MorningdreamCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes stats: +5 Dex / +1 Con Changes resistances: +1% physical Changes resistances penetration: +5% light Critical mult.: +20.00% Light radius: +3 Rings make your fingers look great! |
Polenn the steel ring Polenn the steel ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Damage when hit (Melee): 4 blight Changes stats: +4 Dex / +1 Mag Changes resistances: +5% nature / +6% blight Critical mult.: +10.00% Blindness immunity: +24% Poison immunity: +14% Disease immunity: +14% Spellpower: +5 (+2 eff.) Infravision radius: +4 See stealth: +5 See invisible: +8 Rings make your fingers look great! |
Vargh Redemption Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.10 cold and 11.51 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
Gatta the stralite greatmaul (54-80 power, 3 apr) Gatta the stralite greatmaul (54-80 power, 3 apr)Requires: - Strength 35 Crafted by a master Infused by psionic forces 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +19.0% Physical power: +10 (+3 eff.) Changes stats: +1 Cun Mental save: +3 (+1 eff.) Maximum hate: +10.00 Mental crit. chance: +2% Massive two-handed mauls. |
ancient silk robe of power (0 def, 0 armour) ancient silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +4 Mag Changes resistances: +13% all Changes resistances penetration: +9% temporal / +8% physical Changes damage: +16% physical / +12% temporal / +9% all Spellpower: +14 (+5 eff.) Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
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. |
rough leather belt of unlife rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
hardened leather belt of valiance hardened leather belt of valianceInfused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +7 (+3 eff.) Maximum life: +49.00 A belt that goes around your waist. |
Hular (1 def, 4 armour) Hular (1 def, 4 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +4 Defense: +1 (+0 eff.) Changes stats: +4 Cun / +5 Con Changes resistances: +12% nature / +12% blight Disease immunity: +20% Life regen: +3.00 Light radius: +3 Healing mod.: +31% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Islarakira the Vileviper (0 def, 3 armour) Islarakira the Vileviper (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 10% chance to slow global speed by 39% Changes resistances: +9% fire Maximum encumbrance: +21 Physical save: +6 (+2 eff.) Disease immunity: +20% Only die when reaching: -20.00 life Maximum life: +60.00 A pair of boots made of leather. |
pair of iron boots 'Polynn' (0 def, 3 armour) pair of iron boots 'Polynn' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +25 (+7 eff.) Armour: +3 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes resistances penetration: +5% physical Changes damage: +6% mind Only die when reaching: -40.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding hardened leather cap of the depths (0 def, 3 armour) =depths= grounding hardened leather cap of the depths (0 def, 3 armour) =depths=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +5% lightning / +8% cold / +7% temporal Allows you to breathe in: water A cap made of leather. |
Gydin the Blindnull (0 def, 7 armour) Gydin the Blindnull (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +7 Fatigue: +5% Changes resistances: +6% blight / +11% light / +11% darkness / +9% nature Changes resistances penetration: +20% light Poison immunity: +20% Only die when reaching: -80.00 life Maximum life: +40.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)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 (+4 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
8 agate 8 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. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
9 citrine 9 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. |
11 zircon 11 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. |
2 aquamarine 2 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. |
opal 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
5 onyx 5 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
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. |
416 alchemist agate 416 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. |
Rungof's Fang Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
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. |
steel torque of clear mind 'Layodhewen' [power 2] (12/25 cooldown) steel torque of clear mind 'Layodhewen' [power 2] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Armour: +2 Damage when hit (Melee): 4 temporal Changes resistances: +6% lightning / +1% physical / +9% mind Changes damage: +6% temporal Only die when reaching: -80.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 210] (12/15 cooldown) dwarven-steel torque of gale force [power 210] (12/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 239 physical damage Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast 'Elenygen' [power 245] (12/15 cooldown) dwarven-steel torque of mindblast 'Elenygen' [power 245] (12/15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Defense: +15 (+4 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Dex Changes resistances: +6% temporal It can be used to blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce 2 talent cooldowns by 2. * Increase the duration of 2 beneficial effects by 2. * Gain a 19% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of psionic shield 'Xanirin' [power 81] (12/25 cooldown) dwarven-steel torque of psionic shield 'Xanirin' [power 81] (12/25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +3% fire / +6% mind / +2% physical Cut immunity: +20% Stun/Freeze immunity: +10% Knockback immunity: +10% It can be used to setup a psionic shield, reducing all damage taken by 81 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
evasive elm totem of stinging [power 116] (12/15 cooldown) evasive elm totem of stinging [power 116] (12/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 125 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Olytolach the Barkspawn [power 195] (12/25 cooldown) Olytolach the Barkspawn [power 195] (12/25 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 36% Damage when hit (Melee): 4 nature Changes resistances: +9% nature Changes resistances penetration: +10% acid Changes damage: +9% nature It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 561 Base Damage: 203 Armor: 4 All Resist: 17 Activation puts all charms on cooldown for 25 turns. When used: * Heal for 45. * Increase all damage by 15% for 2 turns. * Increase all damage penetration by 17% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm wand of lightning storm [power 110] (12/15 cooldown) innervating elm wand of lightning storm [power 110] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 25% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Festersear the yew wand of conjuration [power 235] (12/15 cooldown) Festersear the yew wand of conjuration [power 235] (12/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 39% * 10% chance to reduce armor by 36% Changes resistances: +9% acid Changes resistances penetration: +5% acid Changes damage: +6% acid / +3% nature It can be used to fire a magical bolt dealing 256 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Heal for 51. * Increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of shielding [power 254] (12/20 cooldown) evasive yew wand of shielding [power 254] (12/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 17% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Tenderloin the Higher Doombringer level 9
79th Dusk 122nd year of Ascendancy at 08:21 see stats
By Tenderloin the Higher Doombringer level 26
13rd Regrowth 123rd year of Ascendancy at 00:41 see stats
By Tenderloin the Higher Doombringer level 23
9th Allure 123rd year of Ascendancy at 09:30 see stats
By Tenderloin the Higher Doombringer level 6
78th Pyre 122nd year of Ascendancy at 19:16 see stats
By Tenderloin the Higher Doombringer level 10
4th Haze 122nd year of Ascendancy at 14:09 see stats
By Tenderloin the Higher Doombringer level 20
57th Haze 122nd year of Ascendancy at 13:18 see stats
By Tenderloin the Higher Doombringer level 30
25th Regrowth 123rd year of Ascendancy at 13:41 see stats
By Tenderloin the Higher Doombringer level 29
18th Regrowth 123rd year of Ascendancy at 07:08 see stats
By Tenderloin the Higher Doombringer level 22
10th Decay 122nd year of Ascendancy at 23:31 see stats
By Tenderloin the Higher Doombringer level 20
59th Haze 122nd year of Ascendancy at 08:31 see stats
By Tenderloin the Higher Doombringer level 30
71st Regrowth 123rd year of Ascendancy at 14:14 see stats
By Tenderloin the Higher Doombringer level 10
4th Haze 122nd year of Ascendancy at 14:35 see stats
By Tenderloin the Higher Doombringer level 13
28th Haze 122nd year of Ascendancy at 02:52 see stats
By Tenderloin the Higher Doombringer level 23
9th Allure 123rd year of Ascendancy at 01:47 see stats
By Tenderloin the Higher Doombringer level 16
39th Haze 122nd year of Ascendancy at 21:58 see stats
Log
Tenderloin misses Something.
Something misses Tenderloin.
Something misses Tenderloin.
Tenderloin recovers sight.
Talent Rune: Shatter Afflictions is ready to use.
Talent Draining Assault is ready to use.
Talent Abduction is ready to use.
Talent Fiery Grasp is ready to use.
Arovena the devourer throws two quick punches.
Devourer misses Tenderloin.
Arovena the devourer hits Tenderloin for (20 abyssal shield), 87 physical, (6 abyssal shield), 5 arcane, (17 abyssal shield), 85 physical, (6 abyssal shield), 5 arcane (181 total damage).
Melee retaliation hits Arovena the devourer for (19 flat reduction), 2 blight, (19 flat reduction), 6 fire, (19 flat reduction), 2 blight, (19 flat reduction), 6 fire (15 total damage).
Xanida the large brown snake uses Dominate.
Tenderloin shrugs off Xanida the large brown snake's 'Dominated'!
Melee retaliation hits Xanida the large brown snake for (20 rampage shugs off), 0 blight, (25 rampage shugs off), 0 fire (0 total damage).
Xanida the large brown snake hits Tenderloin for (14 abyssal shield), 132 physical (132 total damage).
Tenderloin casts Rune: Shatter Afflictions.
Tenderloin casts Draining Assault.
Tenderloin misses Xanida the large brown snake.
Tenderloin misses Xanida the large brown snake.
Xanida the large brown snake misses Tenderloin.
Tenderloin's surge ends.
Talent Reckless Strike is ready to use.
Melee retaliation hits Shadow for 22 blight, 26 fire (48 total damage).
Shadow hits Tenderloin for (13 abyssal shield), 12 physical (12 total damage).
Xanida the large brown snake has shrugged off 45 damage and is ready for more.
Melee retaliation hits Xanida the large brown snake for (20 rampage shugs off), 0 blight, (24 rampage shugs off), 0 fire (0 total damage).
Xanida the large brown snake hits Tenderloin for (13 abyssal shield), 172 physical (172 total damage).
Tenderloin the level 30 higher doombringer was crushed to death by Xanida the large brown snake on level 3 of Lake of Nur.