















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Improved player targetting 1.2.0Player's targetting improvements. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 35 / 12% |
Size | medium |
Lifes / Deaths | Killed by Glirelle the giant army ant at level 25 on the 4th Dusk 122nd year of Ascendancy at 06:15 0 / 8Killed by skeleton master archer at level 29 on the 4th Dusk 122nd year of Ascendancy at 15:31 Killed by armoured skeleton warrior at level 29 on the 4th Dusk 122nd year of Ascendancy at 18:31 Killed by skeleton master archer at level 29 on the 4th Dusk 122nd year of Ascendancy at 23:34 Killed by war hound at level 35 on the 36th Dusk 122nd year of Ascendancy at 13:39 Killed by war hound at level 35 on the 36th Dusk 122nd year of Ascendancy at 14:49 Killed by Glorulewe the giant red ant at level 35 on the 36th Dusk 122nd year of Ascendancy at 16:46 Killed by rimebark at level 35 on the 36th Dusk 122nd year of Ascendancy at 18:58 |
Primary Stats
Strength | 73 (base 51) |
Dexterity | 26 (base 12) |
Constitution | 59 (base 47) |
Magic | 54 (base 32) |
Willpower | 47 (base 36) |
Cunning | 48 (base 31) |
Resources
Mana | 255/464 |
Life | -481/1285 |
Paradox | 1050 |
Hate | 100/100 |
Psi | 129/147 |
Vim | 107/218 |
Steam | 38/100 |
Stamina | 276/276 |
Equilibrium | 90 |
Healing Factor | 1.3929606986899 |
Regeneration | 27.371677729257 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 5 |
See Stealth | 35.742073896365 |
See Invisible | 41.742073896365 |
Offense: Mainhand
Damage | 74 |
Accuracy | 61 |
Crit Chance | 67% |
APR | 68 |
Speed | 1.00 |
Offense: Offhand
Damage | 40 |
Accuracy | 61 |
Crit Chance | 55% |
APR | 64 |
Speed | 0.90 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 10 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Acid | +8% |
Blight | +9% |
Arcane | +6% |
Cold | +5% |
All | 0% |
Lightning | +5% |
Light | +4% |
Temporal | +14% |
Mind | +6% |
Physical | +10% |
Fire | +4% |
Nature | +18% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +15% |
Physical | +50% |
Arcane | +5% |
Mind | +20% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 102.35691717113 (93.924050632911%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 14 |
Physical Save | 48 |
Spell Save | 48 |
Mental Save | 32 |
Defense: Resistances
Acid | + 49%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 32%( 70%) |
Cold | + 29%( 70%) |
All | + 24%( 70%) |
Mind | + 29%( 70%) |
Lightning | + 51%( 70%) |
Light | + 38%( 70%) |
Temporal | + 42%( 70%) |
Physical | + 38%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 34%( 70%) |
Nature | + 63%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 37% |
Poison Resistance | 75% |
Blind Resistance | 80% |
Disarm Resistance | 92% |
Bleed Resistance | 70% |
Pinning Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 24% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0 steam per turn. Can be activated for an instant burst of 20 steam. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 531% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
Steamtech / Battlefield management | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Steamtech / Sawmaiming | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Butchery | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Ooze | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Magical combat | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Steamtech / Battle machinery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cursed / Force of will | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Demonic strength | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Blacksmith | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Thuggery | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Arcane Feed |
talent | Tempest of Metal |
talent | Arcane Combat |
talent | Osmosis Shield |
talent | Mitosis |
talent | Grinding Shield |
talent | Crystalline Focus |
talent | Reality Smearing |
talent | Deflection |
talent | Hardened Core |
talent | Abyssal Shield |
talent | Beyond the Flesh |
detrimental effect | The target has been beckoned by Glorulewe the giant red ant and is heeding the call. There is a 75% chance of moving towards the beckoner each turn. (spellpower: -46, mindpower: -46 Beckoned |
beneficial effect | You regenerate a total of 136.80 life over the duration of the effect. Osmosis Regeneration |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
beneficial effect | Increases maximum life and stamina by 11%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
beneficial effect | A flow of life spins around the target, regenerating 12.00 life per turn. Regeneration |
detrimental effect | Damage received in the past is returned as 129.93 paradox damage per turn. Reality Smearing |
Quests
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 35% of the way to your next Rank. You have killed: 36 Uniques 10 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 110% Range: 1.6x Uses stat: 96% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +9 Crit. chance: +10.5% Attack speed: 100% On weapon crit: * wounds the target for 7 turns: 17 bleeding, 61% reduced healing Damage (Melee): +10 temporal When wielded/worn: Armour penetration: +9 Physical crit. chance: +18.0% Physical power: +9 (+2 eff.) Fatigue: -4% Damage when hit (Melee): 10 temporal Changes resistances: +10% temporal / +3% physical / +3% darkness / +5% arcane Critical mult.: +16.00% Spell save: +3 (+1 eff.) Blindness immunity: +10% Stun/Freeze immunity: +5% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Massive two-handed swords. |
On hands | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 13% chance to cause random gloom Damage (Melee): 13 mind / 12 darkness / 7 light Damage when hit (Melee): 12 darkness / 12 blight Changes resistances: +6% light Changes resistances penetration: +15% darkness Changes damage: +4% light / +9% blight Talent granted: +2 Iron Grip Mental save: -8 (-4 eff.) Disarm immunity: +70% Maximum life: +47.00 Mindpower: +5 (+5 eff.) When used to modify unarmed attacks: Power: 112% Range: 1.4x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +4 Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Reproach (10% chance level 1). When this weapon hits: Battle Shout (10% chance level 1). On weapon hit: * 6% chance to blind Damage (Melee): +4 darkness Burst (radius 1) on hit: +12 blight It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +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. |
On head | ![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Cun Changes resistances: +9% nature / +11% temporal Changes resistances penetration: +20% mind Changes damage: +6% mind / +11% temporal Mental save: +6 (+3 eff.) Life regen: +3.80 Damage Shield Power: +13% A pointy cloth hat, very wizardly... |
On feet | ![]() Requires: - Talent Heavy Armour Training Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +1 Mag / +3 Wil Changes resistances penetration: +5% arcane Physical save: +7 (+2 eff.) Spell save: +16 (+6 eff.) Mental save: +6 (+3 eff.) Mana each turn: +0.12 Spell crit. chance: +3% Movement speed: +20% Damage Shield penetration: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -10% Changes stats: +5 Str Poison immunity: +5% Stun/Freeze immunity: +10% Mana when firing critical spell: +4.00 Vim when firing critical spell: +1.00 Damage Shield penetration: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Changes stats: +6 Str / +5 Dex / +6 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +5% arcane Changes damage: +6% arcane Reduces incoming crit damage: 5.00% Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +10 (+2 eff.) Physical crit. chance: +2.0% Effects on melee hit: * 20% chance to disease Changes stats: +5 Cun / +5 Dex Changes resistances: +24% nature Changes damage: +12% nature Critical mult.: +6.00% Rings can have magical properties. |
Around neck | ![]() Powered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind / 4 temporal Changes stats: +2 Mag / +3 Con Changes resistances: +6% mind / +3% temporal Changes resistances penetration: +15% temporal Changes damage: +5% acid / +3% temporal / +5% cold / +4% fire / +5% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
In main hand | ![]() Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 117% Range: 1.5x Uses stat: 80% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +20 Crit. chance: +21.5% Attack speed: 100% Block value: +10 Attacks use: 1.0 Steam When wielded/worn: Armour penetration: +6 Physical crit. chance: +6.0% Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Changes stats: +2 Mag / +2 Wil / +1 Cun Changes resistances: +12% light Talent granted: +1 Block Critical mult.: +11.00% Light radius: +1 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Around waist | ![]() Powered by arcane forces Infused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% nature Changes resistances penetration: +25% nature Mana each turn: +0.15 Psi when hit: +0.16 Maximum life: +33.00 Maximum mana: +25.00 Maximum psi: +10.00 Mental crit. chance: +3% A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 16 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 2 Power: 127% Range: 1.5x Uses stat: 80% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Crit. chance: +10.0% Attack speed: 111% Block value: +23 Damage (Melee): +4 light Attacks use: 1.0 Steam When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +3 Defense: +4 (+4 eff.) Fatigue: +6% Damage when hit (Melee): 12 nature Changes stats: +2 Dex / +7 Mag / +1 Wil Changes resistances: +12% nature / +11% blight Talent granted: +1 Block Reduces incoming crit damage: 15.00% Maximum life: +55.00 Light radius: +2 See invisible: +6 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +17 (+4 eff.) Defense: +1 (+1 eff.) Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +2 Str / +2 Dex / +2 Mag Changes resistances: +3% acid / +12% lightning Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +20% Maximum life: +80.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 1 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +21% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 4 acid / 10 physical Changes stats: +7 Str / +2 Con Changes resistances: +23% lightning / +12% physical / +11% darkness / +30% acid / +7% cold / +3% nature / +7% fire Changes damage: +6% nature / +3% acid Talent cooldown: Rush (-5 turns) Disarm immunity: +22% Stun/Freeze immunity: +21% Knockback immunity: +24% Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.4 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +3% blight / +22% fire / +5% arcane Changes resistances penetration: +5% arcane Changes damage: +15% blight / +11% fire / +12% arcane Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Rings can have magical properties. |
![]() Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 96% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% On weapon hit: * 12% chance to corrode armour by 30% Damage (Melee): +12 acid When wielded/worn: Armour penetration: +9 Physical crit. chance: +9.0% Fatigue: -2% Effects on melee hit: * 30% chance to corrode armour by 30% Changes stats: +3 Dex Changes resistances penetration: +14% acid Critical mult.: +17.00% Life regen: +1.12 See invisible: +3 Massive two-handed mauls. |
![]() Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 Power: 102% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.3% procs dam / acc Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage Shield penetration (this weapon only): +10% When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +6.0% Physical power: +7 (+2 eff.) Defense: +7 (+5 eff.) Effects on melee hit: * 15% chance to corrode armour by 30% * 7% chance to blind Changes stats: +4 Wil Changes damage: +9% arcane / +10% physical Talent granted: +1 Command Staff Critical mult.: +8.00% Mana when firing critical spell: +3.00 Maximum vim: +30.00 Spellpower: +9 (+3 eff.) Spell crit. chance: +4% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 64.65 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() Requires: - Strength 11 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. [Random Unique] Type: weapon / steamsaw ; tier 1 Power: 117% Range: 1.5x Uses stat: 80% Wil Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +12 Damage (Melee): +4 arcane Burst (radius 2) on crit: +8 arcane Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 11% chance to daze at end of turn Changes stats: +2 Dex / +2 Wil Changes resistances: +11% lightning Changes damage: +6% arcane / +3% mind Talent granted: +1 Block Mental save: +20 (+9 eff.) Maximum psi: +10.00 Mental crit. chance: +1% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 80% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +18 insidious poison / +8 lightning When wielded/worn: Damage when hit (Melee): 8 lightning Changes damage: +6% arcane / +6% lightning One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+0 eff.) Defense: +10 (+7 eff.) Stealth bonus: +6 Spell save: +5 (+2 eff.) Size category: +1 A belt that goes around your waist. |
![]() 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Fatigue: +2% Changes stats: +3 Dex Changes resistances: +1% physical Maximum life: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage (Melee): 4 acid / 6 light / 4 fire / 4 cold / 4 lightning Changes stats: +2 Dex / +6 Mag / +5 Wil / +2 Cun Changes resistances: +3% acid / +6% darkness / +6% light Changes damage: +4% light Grants telepathy: Demon/Minor Demon/Major Infravision radius: +5 See invisible: +3 When used to modify unarmed attacks: Power: 92% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +5.0% Attack speed: 100% When this weapon crits: Dominate (10% chance level 1). On weapon hit: * 6% chance to blind * 40% chance to corrode armour by 30% Damage (Melee): +6 ice / +5 darkness / +8 lightning / +7 fire / +12 acid It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.4 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 28 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+2 eff.) When used to modify unarmed attacks: Power: 95% Range: 1.1x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +4.0% Attack speed: 100% When this weapon hits: Slime Spit (35% chance level 1). Damage conversion: 40% item nature slow These gloves are coated with a thick, green liquid. |
![]() Requires: - Talent Heavy Armour Training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Power: 97% Range: 1.4x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Power: 105% Range: 1.4x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Crit. chance: +6.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 5 nature Changes stats: +2 Str Changes resistances: +5% nature Changes damage: +4% nature When used to modify unarmed attacks: Power: 107% Range: 1.4x Uses stats: 32% Wil, 72% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Poison Breath (10% chance level 1). Burst (radius 2) on crit: +5 nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +2 Wil / +3 Cun / +2 Con Changes damage: +9% lightning Critical mult.: +10.00% Physical save: +6 (+2 eff.) Mental save: +16 (+8 eff.) Psi when hit: +0.08 Mindpower: +4 (+4 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +1 Defense: +5 (+4 eff.) Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 12 lightning / 4 blight Changes stats: +3 Cun / +3 Wil Changes resistances: +10% blight / +12% mind / +6% lightning Changes damage: +6% blight Mental save: +19 (+9 eff.) Confusion immunity: +23% A hat made of leather. Very stylish. |
![]() Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 physical Changes stats: +9 Str / +10 Dex / +2 Cun / +1 Con Grants telepathy: Dragon Demon/Major Demon/Minor Light radius: +1 See invisible: +3 Skullcracker multiplicator: +4 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 226.0 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +2 Str / +8 Dex / +2 Wil / +5 Cun Changes resistances: +8% cold / +9% fire Allows you to breathe in: water Mental save: +7 (+4 eff.) Light radius: +2 Infravision radius: +3 See invisible: +6 A cap made of leather. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 0 physical Changes resistances: +16% lightning Maximum stamina: +15.00 A suit of armour made of mail. |
![]() Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Damage when hit (Melee): 12 light / 0 physical Changes stats: +3 Str / +4 Wil / +4 Cun / +3 Con Changes resistances: +12% light / +6% physical Changes resistances penetration: +5% light / +5% fire Changes damage: +6% fire Physical save: +12 (+4 eff.) Mental save: +13 (+7 eff.) Maximum life: +36.00 Light radius: +1 A suit of armour made of mail. |
![]() Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 0 physical A suit of armour made of leather. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Changes stats: +1 Str / +2 Dex / +1 Mag / +2 Wil Changes resistances penetration: +10% arcane / +11% physical Changes damage: +7% mind / +6% fire Critical mult.: +10.00% Spell save: +6 (+2 eff.) Mental save: +7 (+4 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Powered 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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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, costing 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. |
![]() Powered 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), costing 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. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 1 When wielded/worn: Damage when hit (Melee): 12 darkness Changes resistances: +6% darkness Talent cooldown: Rushing Claws (-1 turn) Talent granted: +2 Rushing Claws Mental save: +20 (+9 eff.) Disease immunity: +5% Disarm immunity: +10% Confusion immunity: +10% Pinning immunity: +5% It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 4 light Changes resistances: +3% light Changes resistances penetration: +5% light / +10% blight Changes damage: +6% light It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 15 turns. When used: 100% chance to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Maximum wards: +3 lightning / +3 temporal / +3 blight / +4 fire / +3 cold Changes resistances penetration: +20% mind Talent granted: +2 Ward Critical mult.: +10.00% Hate when firing a critical mind attack: +1.00 Maximum mana: +20.00 Spellpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +30 It can be used to fire a bolt of a random element with (base) damage 46 to 91, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
Achievements
By Reeanawn the Cornac Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Reeanawn the Cornac Adventurer level 20
4th Dusk 122nd year of Ascendancy at 01:01 see stats
By Reeanawn the Cornac Adventurer level 30
9th Dusk 122nd year of Ascendancy at 18:15 see stats
By Reeanawn the Cornac Adventurer level 35
10th Dusk 122nd year of Ascendancy at 03:49 see stats
By Reeanawn the Cornac Adventurer level 14
78th Pyre 122nd year of Ascendancy at 00:38 see stats
By Reeanawn the Cornac Adventurer level 17
2nd Summertide 122nd year of Ascendancy at 21:41 see stats
Log
Reeanawn's spell attains critical power!
Glorulewe the giant red ant shrugs off the effect 'Disable'!
Glorulewe the giant red ant resists the mind attack!
Rimebark is afflicted by a crippling illness!
Rimebark resists the mind attack!
Rimebark loses sight!
Rimebark resists the mind attack!
Reeanawn casts Earthen Missiles.
Rimebark stops being poisoned.
Reeanawn shares damage with her oozes!
Reeanawn converts damage to paradox!
Glorulewe the giant red ant hits Reeanawn for (4 turned into osmosis), (1 converted), 3 lightning, (2 turned into osmosis), (1 converted), 2 physical, 0 lightning, 0 physical (4 total damage).
Tempest of Metal hits Glorulewe the giant red ant for 65 physical, 13 darkness, 8 light, 7 mind, 12 physical, 4 light, 13 darkness, 8 light, 7 mind (137 total damage).
Reeanawn hits Rimebark for 286 acid, 13 darkness, 8 light, 7 mind, 116 fire, 71 acid, 4 light, 13 darkness, 8 light, 7 mind, 51 physical, 4 darkness, 13 darkness, 8 light, 7 mind, 14 blight (631 total damage).
Rimebark starts to bleed.
Rimebark misses Bloated ooze.
Reeanawn's Earthen Missiles hits Glorulewe the giant red ant for 59 physical, 10 physical (69 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 79 physical, 13 physical (93 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 79 physical, 13 physical (93 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 79 physical, 13 physical (93 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 79 physical, 13 physical (93 total damage).
Reeanawn's Earthen Missiles hits Glorulewe the giant red ant for 59 physical, 10 physical (69 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 193 physical, 32 physical (226 total damage).
Reeanawn's Earthen Missiles hits Glorulewe the giant red ant for 144 physical, 24 physical (169 total damage).
Reeanawn's Earthen Missiles hits Rimebark for 79 physical, 13 physical (93 total damage).
Glorulewe the giant red ant resists the mind attack!
Reeanawn casts Earthen Missiles.
You have deflected 4 incoming damage!
Your hatred grows even as your life fades! (+18 hate)
Saving game...