











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Anorithil |
| Level / Exp | 22 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinoritira the king cobra at level 17 on the 23rd Wealth 122nd year of Ascendancy at 07:38 / 2Killed by Elerenn the anaconda at level 22 on the 41st Dearth 122nd year of Ascendancy at 17:32 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 78 (base 51) |
| Willpower | 33 (base 10) |
| Cunning | 59 (base 44) |
Resources
| Life | -134/661 |
| Mana | 281/401 |
| Negative | 18/113 |
| Positive | 38/113 |
| Healing Factor | 1.0283363011315 |
| Regeneration | 0.25708407528287 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 12 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 25 |
| Crit Chance | 18% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Blight | +18% |
| Physical | +13% |
| Mind | +6% |
| All | 0% |
| Darkness | +24% |
| Light | +9% |
| Temporal | +20% |
| Fire | +9% |
| Nature | +3% |
Offense: Damage Penetration
| Darkness | +15% |
| Physical | +6% |
| Temporal | +6% |
| Mind | +5% |
| Arcane | +5% |
| Fire | +15% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 7 (34%) |
| Defense | 2 |
| Ranged Defense | 2 |
| Fatigue | 0 |
| Physical Save | 37 |
| Spell Save | 46 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 32%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 9%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 18%( 70%) |
| Light | + 31%( 70%) |
| Temporal | + 23%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Silence Resistance | 23% |
| Bleed Resistance | 10% |
| Confusion Resistance | 54% |
| Knockback Resistance | 10% |
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| 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 438 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 639% 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 Magic stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
| beneficial effect | The target is surrounded by a magical shield, absorbing 249/249 damage before it crumbles. Damage Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * '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.' | 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 within5 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of rough leather boots 'Cracklekill' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +5 (+2 eff.) Res.pen +5% arcane +10% lightning ----- def ----- Armour +1 Resists +3% physical Silence- +23% Confus- +25% Stun/Frz- +22% A pair of boots made of leather. |
| Light source | brass lantern 'Flashobsidian'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +2 Wil +1 Cun ----- def ----- Resists +6% light Max.HP +123.00 ---------- misc Light +3 Infravis +2 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 | rough leather cap 'Lustresnake' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 light ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +12% light +10% darkness Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring 'Kindlesorrow'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Mag +5 Wil +5 Cun dps ---------- Spell.pwr +8 (+3 eff.) Dmg.mod +6% light Acc +7 (+4 eff.) ----- def ----- Resists +6% light Blind- +23% ---------- misc Infravis +4 See.Stealth +12 See.Invis +9 Rings make your fingers look great! |
| On fingers | steel ring 'Emiwe'0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight Mind.save +6 (+2 eff.) Confus- +29% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Rings make your fingers look great! |
| Around waist | rough leather belt 'Unlightonslaught'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% darkness +6% mind Res.pen +15% darkness +5% mind ----- def ----- Max.HP +30.00 ---------- misc Light +3 A belt that goes around your waist. |
| In main hand | Glorosema the Duskguile (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +8 Mag +8 Wil +6 Cun dps ---------- Spell.crit +10% Spell.pwr +6 (+2 eff.) S.pwr/crit +6 Dmg.mod +18% darkness +3% acid On Hit (Melee): * 10% chance to reduce armor by 36% * 20% chance to reduce damage dealt by 18% ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | naturalist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +5% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Nerildayath the Scorchbreak (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +8 Mag dps ---------- Dmg.mod +20% temporal +13% physical Res.pen +6% physical +6% temporal +15% fire Melee Ret 2 fire ----- def ----- Resists +6% blight +12% temporal +9% all Anom.red +8 ---------- misc Mana/turn +0.14 Psi/turn +0.20 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Bareruilin the Smolderjustice (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire Acc +17 (+9 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Resists +3% temporal Max.HP +44.00 Cut- +10% Disarm- +20% Stun/Frz- +20% Knockbk- +10% ---------- misc Max.stam +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet of mastery (0.10 Celestial / Glyphs)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Celestial/Glyphs Amulets make your neck look great! |
Inventory
acid wave rune (damage 82; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 82.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Xanetha the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil ----- def ----- Armour +4 Resists +9% darkness +6% fire Mind.save +12 (+4 eff.) HP.reg +4.00 Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Emonne the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid Res.pen +25% arcane On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Fatigue -8% Resists +5% arcane ---------- misc Max.enc +28 Rings make your fingers look great! |
Kindlehue the ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical Res.pen +25% light ----- def ----- Defense +7 (+7 eff.) Resists +3% darkness +15% lightning Poison- +10% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 117.52 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. |
Penitence (15-18 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+5 eff.) ----- def ----- Resists +30% blight +30% physical Affinity +20% physical Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
earthen yew magestaff of fate (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning ----- def ----- Armour +4 Hardiness +2% Phys.save +12 (+5 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of protection (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ----- def ----- Resists +10% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Elylewe the elven-wood magestaff (30-36 power, 5 apr, cold element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +11.00% Spell.pwr +14 (+5 eff.) S.pwr/crit +4 Dmg.mod +12% arcane +30% cold ----- def ----- Resists +15% cold Spell.save +9 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of massacre (30-46 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
truestriking iron greatsword of shearing (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego++] Master Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical +9% all Acc +17 (+9 eff.) Apr +18 Massive two-handed swords. |
steel greatsword of evisceration (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Master Power 25.0 - 40.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 43 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+6 eff.) Massive two-handed swords. |
steel longsword of paradox (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +7% temporal Sharp, long, and deadly. |
dwarven-steel waraxe of erosion (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 nature One-handed war axes. |
nature's vined mindstar of balance (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) Disease- +12% ---------- misc Equi/ret +0.60 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. |
vined mindstar of gales (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +5% lightning +7% cold +6% physical ----- def ----- Defense +12 (+12 eff.) Pinning- +16% ---------- misc 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. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
horrifying thorny mindstar of balance (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 6 mind 5 darkness Dmg.mod +2% mind +4% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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. |
thorny mindstar (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ---------- misc 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. |
mighty yew longbow of cold4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +11 cold While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+7 eff.) Dmg.mod +17% cold Longbows are used to shoot arrows at your foes. |
penetrating steel steamgun4.0 T2 steamgun 1H weapon Reqs Dex 16 Shoot Steam Pool [Ego+] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
strafer's dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +8 acid Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +11% acid Acc +7 (+4 eff.) ---------- misc Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Sulfurlash the quiver of yew arrows (20/20, 36-50 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Psionic Power 36.0 - 50.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 20 On Hit.r1 +12 nature +8 mind On Crit.r2 +12 nature +16 mind On Hit: * 20% chance to slow global speed by 48% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Arrows are used with bows to pierce your foes to death. |
arcing pouch of dwarven-steel shots of accuracy (20/20, 31-37 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Power 31.0 - 37.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +3 Crit +5.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 92 damage Shots are used with slings to pummel your foes to death. |
high-capacity pouch of dwarven-steel shots (46/46, 30-35 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Master Power 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 46 While equipped: ---------- misc Reload +1 Shots are used with slings to pummel your foes to death. |
Eilinedheriabeth the Blindbright (0 def, 2 armour, 19 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Wil +2 Con dps ---------- Melee+ 7 lightning Melee Ret 2 lightning On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +2 Fatigue +8% Resists +3% light Crit.chn- 15.00% ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +7% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +11% all Mind.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature/Disrupt While equipped: dps ---------- On Melee Ret: * 5% chance to slow global speed by 48% * 5 arcane resource burn ----- def ----- Resists +6% blight +11% all Max.HP +52.00 HP.reg +2.20 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of fire (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +10% nature +10% fire ----- def ----- Resists +11% all +15% fire Poison- +21% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% A suit of armour made of leather. |
hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% Max.HP +34.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of leather. |
volcanic drakeskin leather armour of acid resistance (20 def, 19 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature/Master While equipped: dps ---------- Melee+ 8 fire Ranged+ 6 fire ----- def ----- Armour +19 Defense +20 (+19 eff.) Fatigue +8% Resists +22% acid +16% fire +10% physical A suit of armour made of leather. |
Windshaper the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Dmg.mod +6% arcane Melee Ret 6 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +5% arcane +9% nature Mind.save +15 (+5 eff.) A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
Singeedge the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% fire +25% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +15% temporal Mind.save +8 (+3 eff.) A belt that goes around your waist. |
Singeradiance the hardened leather belt1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +6 Wil +4 Cun dps ---------- Phys.crit +6.0% Spell.crit +4% Mind.crit +5% Dmg.mod +3% arcane Res.pen +25% fire ----- def ----- Resists +8% blight +5% arcane The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of carrying1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +34 Mana/turn +0.24 Max.mana +34.00 A belt that goes around your waist. |
Neryleba (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +4 Wil +2 Con dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce armor by 36% ----- def ----- Defense +2 (+2 eff.) Resists +3% acid Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient cashmere cloak of fog (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +9 (+9 eff.) Resists +13% light +13% fire Stealth +9 Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidstrike (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +3 Wil +5 Lck dps ---------- Spell.pwr +10 (+3 eff.) S.pwr/crit +4 Dmg.mod +3% arcane Res.pen +5% darkness +5% blight Melee Ret 8 darkness ----- def ----- Armour +1 Stealth +5 A pair of boots made of leather. |
Alithel (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Phasing +30% Melee Ret 4 arcane 4 blight ----- def ----- Armour +4 Fatigue -3% Phys.save +11 (+5 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brodohor the Chillwhisper (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +3 Wil +5 Cun +6 Con dps ---------- Crit.mult +10.00% Mind.pwr +5 (+2 eff.) Res.pen +7% physical Melee Ret 6 cold ----- def ----- Armour +4 Fatigue +3% ---------- misc Max.hate +10.00 Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 10 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
heroic hardened leather gloves of magic (+3) (0 def, 6 armour)1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +6 Mind.save +7 (+3 eff.) Max.HP +49.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+5 eff.) Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +8 (+3 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Boltwar the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +2 Mag +9 Wil dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +9% fire Res.pen +10% lightning ----- def ----- Defense +2 (+2 eff.) ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
Lisedatira (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +3 Cun ----- def ----- Armour +1 Fatigue +1% Resists +15% acid ---------- misc Light +2 Infravis +3 See.Invis +6 A cap made of leather. |
thaloren hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Wil ----- def ----- Armour +3 Fatigue +3% Resists +9% blight Mind.save +7 (+3 eff.) A cap made of leather. |
bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 34.9 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +8% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 agate0.0 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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
256 alchemist agate0.0 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. |
nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +5 (+4 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
miner's dwarven-steel pickaxe (dig speed 26 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By StuntySunny the Dwarf Anorithil level 9
27th Voratun 122nd year of Ascendancy at 06:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By StuntySunny the Dwarf Anorithil level 10
6th Profit 122nd year of Ascendancy at 20:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By StuntySunny the Dwarf Anorithil level 20
30th Dearth 122nd year of Ascendancy at 03:25 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By StuntySunny the Dwarf Anorithil level 19
21st Dearth 122nd year of Ascendancy at 18:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By StuntySunny the Dwarf Anorithil level 17
23rd Wealth 122nd year of Ascendancy at 06:53 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By StuntySunny the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 15:17 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By StuntySunny the Dwarf Anorithil level 10
6th Profit 122nd year of Ascendancy at 20:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By StuntySunny the Dwarf Anorithil level 15
15th Wealth 122nd year of Ascendancy at 21:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By StuntySunny the Dwarf Anorithil level 17
23rd Wealth 122nd year of Ascendancy at 09:20 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By StuntySunny the Dwarf Anorithil level 17
23rd Wealth 122nd year of Ascendancy at 07:38 see stats
Log
Elerenn the anaconda hits StuntySunny for 78 physical, 2 healing (78 total damage) [2 healing].
StuntySunny casts Moonlight Ray.
StuntySunny hits Elerenn the anaconda for 134 darkness damage.
Melee retaliation hits Elerenn the anaconda for 6 blight, 8 darkness, 1 fire, 13 light (28 total damage).
Elerenn the anaconda's Beyond the Flesh hits StuntySunny for 88 physical, 5 mind, 1 healing (94 total damage) [1 healing].
Deep Wound from Elerenn the anaconda hits StuntySunny for 26 physical damage.
StuntySunny's light area effect hits Elerenn the anaconda for 38 light damage.
Elerenn the anaconda uses Telekinetic Smash.
Elerenn the anaconda performs a melee critical strike against StuntySunny!
Elerenn the anaconda performs a melee critical strike against StuntySunny!
StuntySunny shrugs off the effect 'Exposed'!
Melee retaliation hits Elerenn the anaconda for 6 blight, 7 darkness, 1 fire, 13 light, 5 blight, 7 darkness, 1 fire, 13 light (54 total damage).
Elerenn the anaconda hits StuntySunny for 122 physical, 1 healing, 176 physical, 5 mind, 1 healing (304 total damage) [2 healing].
StuntySunny uses Infusion: Movement.
StuntySunny is moving at extreme speed!
Talent Infusion: Healing is ready to use.
Deep Wound from Elerenn the anaconda hits StuntySunny for 22 physical damage.
StuntySunny's light area effect hits Elerenn the anaconda for 36 light damage.
The protective shield of StuntySunny disappears.
StuntySunny slows down.
Talent Moonlight Ray is ready to use.
Deep Wound from Elerenn the anaconda hits StuntySunny for 22 physical damage.
StuntySunny the level 22 dwarf anorithil was shattered to death by Elerenn the anaconda on level 1 of The Maze.
A shield forms around StuntySunny.


































































































