









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
Alternate Zones Option 1.7.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Brawler |
| Level / Exp | 18 / 33% |
| Size | medium |
| Lifes / Deaths | Killed by Elildalaith the sandworm at level 18 on the 1st Wintertide 123rd year of Ascendancy at 04:21 / 2Killed by Glidhemina the gigantic sandworm tunneler at level 18 on the 1st Wintertide 123rd year of Ascendancy at 08:39 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 51 (base 46) |
| Constitution | 25 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 10 (base 10) |
| Cunning | 34 (base 34) |
Resources
| Life | -125/609 |
| Stamina | 149/171 |
| Healing Factor | 1.2945178243369 |
| Regeneration | 12.621548787285 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 34.114754928839 |
| See Invisible | 33.114754928839 |
Offense: Barehand
| Damage | 50 |
| Accuracy | 44 |
| Crit Chance | 12% |
| APR | 5 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +9% |
| Physical | +3% |
| Darkness | +9% |
| Arcane | +18% |
| Cold | +5% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 22 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 17 |
| Spell Save | 10 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Nature | + 6%( 70%) |
| Fire | + 26%( 70%) |
| Darkness | + 9%( 70%) |
| Arcane | + 13%( 70%) |
| Cold | + 21%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 10% |
| Confusion Resistance | 20% |
| Knockback Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 151 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: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 611% 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.40 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the repented thief from death by war hound. Escort: repented thief (level 3 of Scintillating Caves) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed xorn fragment. * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within | active |
Equipment
| On feet | pair of iron boots 'Dawnrune' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Move Speed +25% Damage +3% physical Ignore Armor +2 defense ------ Armor +3 Fatigue +2% Unlife -60.00 life other ------- Stamina/turn +2.00 Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| On hands | polar hardened leather gloves of regeneration (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Nature While equipped: offense ------ On-Hit 5 cold Damage +5% cold defense ------ Armor +2 Resistance +6% cold Life Regen +2.50 other ------- Stamina/turn +0.50 Psi/turn +0.14 Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 125% On-crit, radius 2 +7 ice On Hit: 10% Ice Breath level 3 On Hit: 10% Second Wind level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | iron helm 'Jetparry' (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +5% Resistance +6% darkness +15% fire Spell save +3 (+3 eff.) Blind Resist +10% Disease Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of clear mind 'Shimmerwreath' [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% acid +18% arcane Ignore resists +15% arcane defense ------ Resistance +6% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 31. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Gunakhad the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex +1 Mag defense ------ Resistance +5% arcane Mind save +6 (+3 eff.) Blind Resist +10% Cut Resist +10% Confus Resist +20% Rings make your fingers look great! |
| On fingers | Dawncrypt the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Physical Crit +1.0% Damage +9% light When Hit 2 light defense ------ Resistance +9% fire Life Regen +2.00 Healmod +5% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
| Around neck | restful copper amulet of mastery (0.10 Technique / Mobility)0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: defense ------ Fatigue -4% Life Regen +2.00 other ------- Masteries +0.10 Technique/Mobility Amulets make your neck look great! |
| Main armor | troll-hide cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Nature While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +34.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
| Light source | Zuboda the Dimnigh2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Str offense ------ Physical Crit +1.0% Critical power +5.00% Damage +9% darkness When Hit 4 darkness defense ------ Defense +15 (+5 eff.) Mind save +6 (+3 eff.) other ------- Max stamina +20.00 Light +3 See Stealth +6 See Invisibility +5 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 | Alularig the Hellsminister (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ When Hit 2 fire defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold +3% nature +5% arcane Life +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Inventory
regeneration infusion of the titan (heal 182; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the warrior (damage 117; dur 4; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 117.39 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 4; phase 12; cd 18)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 4 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the psychic (range 4; phase 11; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 4 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
Burnhunt0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: offense ------ Damage +30% fire Ignore resists +5% darkness On-Hit (Melee): * 10% chance to reduce armor by 16% defense ------ Resistance +36% fire Rings make your fingers look great! |
copper ring 'Tempestmalice'0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +3 Wil offense ------ Damage +12% blight Ignore resists +15% blight When Hit 2 lightning defense ------ Resistance +6% fire Mind save +6 (+3 eff.) other ------- Mana/turn +0.12 Rings make your fingers look great! |
copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +6 (+6 eff.) Mindpower +6 (+3 eff.) Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+2 eff.) Accuracy +8 (+3 eff.) Ignore Armor +7 defense ------ Defense +9 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.8 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 164% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% acid defense ------ Resistance +22% acid Physical save +4 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag defense ------ Spell save +6 (+6 eff.) Mind save +5 (+3 eff.) Confus Resist +20% Rings make your fingers look great! |
Brodiruihad the iron dagger (98% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Disrupt Weapon Damage 99% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 5% chance to slow global speed by 39% While equipped: Stats +5 Wil offense ------ Damage +6% mind Ignore resists +5% mind other ------- Hate-on-crit +2.00 Sharp, short and deadly. |
steel dagger 'Blindwing' (108% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 108% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +4 light On Hit: * 20% chance to reduce armor by 16% While equipped: Stats +2 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +8% physical On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Resistance +9% mind Disarm Resist +16% other ------- Light +1 Sharp, short and deadly. |
arcing dwarven-steel greatsword of massacre (154% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 155% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
creative vined mindstar of life (87% power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Weapon Damage 87% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Cun offense ------ Mind Crit +2% Critical power +9.00% Mindpower +4 (+2 eff.) defense ------ Life +11.00 Life Regen +0.70 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady hardened leather sling of lightning4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 lightning While equipped: offense ------ Physical Crit +1.0% Damage +10% lightning Accuracy +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Demonstalker the yew starstaff (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+9 eff.) Damage +20% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Defense +7 (+2 eff.) Resistance +12% acid +3% cold +12% darkness other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 54.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
chilling dwarven-steel waraxe of paradox (122% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Arcane Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +9 temporal +14 cold While equipped: defense ------ Resistance +5% temporal One-handed war axes. |
Hettirain1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Con offense ------ Physical Power +10 (+3 eff.) Mindpower +4 (+2 eff.) Damage +9% physical Ignore resists +10% mind Accuracy +15 (+5 eff.) defense ------ Mind save +6 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Xariathra'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +6 Defense +10 (+3 eff.) Resistance +11% blight Healmod +10% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
shimmering woollen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light +10% arcane defense ------ Resistance +15% light +9% all other ------- Max mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleammistress the pair of rough leather boots (0 def, 3 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +6% mind Ignore resists +5% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
Isama the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Str +2 Dex offense ------ Damage +9% physical defense ------ Armor +1 Resistance +6% lightning +5% temporal other ------- Stamina/turn +1.00 A pair of boots made of leather. |
Lightwilter the pair of hardened leather boots (8 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +25% light +10% nature When Hit 8 fire defense ------ Armor +3 Defense +8 (+3 eff.) Resistance +3% fire other ------- Light +2 Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.8 Power cost 30 out of 30/30. Range melee/personal Cooldown: 22 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 21 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Stormqueller the pair of rough leather boots (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) Ignore resists +5% lightning Ignore Armor +3 defense ------ Armor +1 Defense +5 (+2 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 A pair of boots made of leather. |
pair of iron boots 'Blazegore' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +7 Con offense ------ Damage +3% lightning When Hit 2 blight defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Samadar' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Str +1 Mag +2 Con offense ------ Damage +3% mind When Hit 2 acid defense ------ Armor +1 Resistance +6% lightning +6% temporal +3% acid A pair of boots made of leather. |
scholar's pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+4 eff.) Move Speed +25% defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 125% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Airwilter' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +4 Cun +3 Mag offense ------ On-Hit 8 fire Damage +9% lightning +4% fire defense ------ Armor +2 Fatigue +3% Resistance +7% fire other ------- Infravision +3 Unarmed combat: Weapon Damage 119% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-crit, radius 2 +8 fire On Hit: 10% Fire Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 101% Range: 1.0x-1.4x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 100% Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex offense ------ Accuracy +10 (+3 eff.) defense ------ Armor +1 Fatigue +1% Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +10.00 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +5 Ignore Armor +3 Critical Rate +6.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 92% Range: 1.0x-1.1x Uses 40% Str, 40% Cun, 40% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 125% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Daimular the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +3 Con offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Lavawilter the dwarven-steel helm (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +6% fire When Hit 6 fire On-Hit (Melee): * 20% chance to slow global speed by 39% * 20 arcane resource burn defense ------ Armor +4 Fatigue +4% Resistance +8% fire +10% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Oladukath the Murkmire (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +3 Cun +3 Str offense ------ Damage +12% darkness +9% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 12% defense ------ Defense +2 (+1 eff.) Resistance +7% fire +9% cold other ------- Light +1 A pointy cloth hat, very wizardly... |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
hardened leather cap 'Obsidianresolve' (5 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 20% chance to reduce all saves and defense by 14 defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +3% Resistance +10% cold +3% nature +5% arcane Crit Resistance 15.00% Pinning Resist +20% other ------- Breathe water A cap made of leather. |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
enlightening cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Mind save +12 (+6 eff.) A suit of armour made of leather. |
rejuvenating rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life Regen +2.30 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
4 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
141 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+3 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Betosetira (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Mag offense ------ Spell Crit +4% Damage +3% mind +9% temporal Ignore resists +5% temporal defense ------ Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Fulakath the Hailschism2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +12% blight +6% mind defense ------ Resistance +3% cold Mind save +6 (+3 eff.) other ------- Mana/turn +0.04 Light +3 See Stealth +7 See Invisibility +6 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. |
Polomira the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +4 Cun +3 Con defense ------ Resistance +9% acid +6% blight +6% lightning Crit Resistance 5.00% Mind save +7 (+4 eff.) other ------- Light +4 See Stealth +10 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
Raintitan1.0 Encumbrance T3 lite [Rare] Master While equipped: defense ------ Resistance +9% light +6% cold Healmod +10% Silence Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
steel torque of mindblast 'Gelle' [power 155] (15 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +9% arcane When Hit 2 arcane defense ------ Resistance +5% arcane Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 15% for 2 turns. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 45] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Xynn [power 116] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Physical Power +15 (+5 eff.) Damage +3% temporal When Hit 6 temporal defense ------ Resistance +5% arcane Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Joe the Cornac Brawler level 10
3rd Flare 122nd year of Ascendancy at 08:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Joe the Cornac Brawler level 7
78th Pyre 122nd year of Ascendancy at 00:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Joe the Cornac Brawler level 7
79th Pyre 122nd year of Ascendancy at 19:08 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Joe the Cornac Brawler level 17
61st Haze 122nd year of Ascendancy at 20:24 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Joe the Cornac Brawler level 18
1st Wintertide 123rd year of Ascendancy at 04:21 see stats
Log
Glidhemina the gigantic sandworm tunneler fails to use Grab.
Joe throws a concussive punch.
Joe hits Glidhemina the Gigantic Sandworm Tunneler's mucus ooze for (40 to ice), 60 physical (60 total damage).
Joe hits Glidhemina the Gigantic Sandworm Tunneler's mucus ooze for (40 to ice), 60 physical (60 total damage).
Joe hits Glidhemina the gigantic sandworm tunneler for 37 physical, 6 cold, 86 physical (130 total damage).
Joe killed Glidhemina the Gigantic Sandworm Tunneler's mucus ooze!
Glidhemina the gigantic sandworm tunneler regains their concentration.
Talent Open Palm Block is ready to use.
Thorn Grab from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 2 nature (2 total damage).
Poison from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 109 nature (109 total damage).
Glidhemina the gigantic sandworm tunneler uses Grab.
Glidhemina the gigantic sandworm tunneler performs a melee critical strike against Joe!
Glidhemina the gigantic sandworm tunneler's blood frenzy intensifies!
Joe is pinned to the ground.
Melee retaliation hits Glidhemina the gigantic sandworm tunneler for 2 light, 4 darkness, 1 fire, 2 light, 4 darkness, 1 fire (14 total damage).
Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 42 nature, (9 flat reduction), 59 mind (100 total damage).
Joe throws two quick punches.
Joe hits Glidhemina the gigantic sandworm tunneler for 29 physical, 5 cold, 29 physical, 5 cold (69 total damage).
Joe is no longer pinned.
Joe has recovered!
Thorn Grab from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 2 nature (2 total damage).
Poison from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 116 nature (116 total damage).
Glidhemina the gigantic sandworm tunneler uses Slime Spit.
Joe speeds up.
Thorn Grab from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 2 nature (2 total damage).
Poison from Glidhemina the gigantic sandworm tunneler hits Joe for (9 flat reduction), 121 nature (121 total damage).
Joe the level 18 cornac brawler was splurged to death by Glidhemina the gigantic sandworm tunneler on level 2 of Sandworm lair.








































































































