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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Das Blinkenlights 1.6.0Adds visual feedback to the orbs in the Ruined Dungeon. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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 | Nightmare Roguelike |
Sex | Male |
Race | Drem |
Class | Cultist of Entropy |
Level / Exp | 17 / 34% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 14 on the 21st Profit 122nd year of Ascendancy at 17:02 / 2Killed by Walrog at level 17 on the 9th Dearth 122nd year of Ascendancy at 07:13 |
Primary Stats
Strength | 21 (base 14) |
Dexterity | 16 (base 13) |
Constitution | 28 (base 23) |
Magic | 43 (base 41) |
Willpower | 22 (base 10) |
Cunning | 39 (base 19) |
Resources
Life | -142/418 |
Mana | 231/256 |
Insanity | 2/100 |
Healing Factor | 1.1456298990389 |
Regeneration | 3.7232971718765 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 2 |
See Invisible | 10 |
Offense: Mainhand
Damage | 23 |
Accuracy | 10 |
Crit Chance | 12% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Mind | +5% |
Light | +9% |
Temporal | +20% |
Nature | +15% |
Physical | +11% |
Cold | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Acid | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 35.71846660841 (35.65183292883%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 4 |
Physical Save | 33 |
Spell Save | 26 |
Mental Save | 31 |
Defense: Resistances
Acid | + 23%( 70%) |
Light | + 23%( 70%) |
Cold | + 32%( 70%) |
Nature | + 40%( 70%) |
Physical | + 22%( 70%) |
Mind | + 28%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Knockback Resistance | 10% |
Stun Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 234 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
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 151 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Demented / Madness | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Revelation |
talent | Twofold Curse |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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: * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | Gedhewe (21/21, 128% power, 2 apr) Gedhewe (21/21, 128% power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 128% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +10.5% Capacity 21 Phasing +30% Ranged+ +4 blight +4 arcane On Hit: 20% Curse of Impotence 2 On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Vorutha Vorutha2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.crit +3% Crit.mult +10.00% Apr +3 ----- def ----- Mind.save +6 (+3 eff.) Max.HP +45.00 ---------- misc Max.psi +10.00 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. |
On head | dwarven-steel helm of the depths (0 def, 4 armour) dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | supercharged steel torque of psionic shield [power 79] (17/30 cooldown) supercharged steel torque of psionic shield [power 79] (17/30 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 79 for 5 turns Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
On fingers | rogue's steel ring of nature (+24%) rogue's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% nature ----- def ----- Defense +6 (+2 eff.) Resists +24% nature Rings make your fingers look great! |
Around waist | Glimmerbreeze the rough leather belt Glimmerbreeze the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +10% acid ----- def ----- Resists +6% mind +2% physical Mind.save +6 (+3 eff.) Die.at -20.00 life Max.HP +20.00 A belt that goes around your waist. |
In main hand | yew starstaff 'Toragorn' (120% power, 4 apr, temporal element) yew starstaff 'Toragorn' (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical 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% temporal ----- def ----- Defense +8 (+3 eff.) Resists +3% light Phys.save +9 (+4 eff.) Die.at -80.00 life HP.reg +2.00 Knockbk- +10% ---------- misc Light +2 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 96.73 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. |
On hands | Flashnigh the dwarven-steel gauntlets (0 def, 9 armour) Flashnigh the dwarven-steel gauntlets (0 def, 9 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex +4 Cun +2 Con dps ---------- Melee+ 9 physical Dmg.mod +6% physical +3% nature +9% light ----- def ----- Armour +9 Fatigue +3% Resists +12% light ---------- misc Infravis +2 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. |
Main armor | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 31.38 to 39.22 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +15% mind Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 37 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Around neck | Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 18/60 The evilness of undeath radiates from this amulet. |
Inventory
healing infusion of the duelist (heal 73; cd 12) healing infusion of the duelist (heal 73; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 73 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 41; cd 18) shatter afflictions rune of the warrior (absorb 41; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 41 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of strength (+3) copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets make your neck look great! |
restful steel amulet of manastreaming restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Mana/turn +0.18 Max.mana +20.00 Amulets make your neck look great! |
Gloresekira the Brightripper Gloresekira the Brightripper0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% fire On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +15% fire +9% darkness +5% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
gold amulet 'Airspar' gold amulet 'Airspar'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +25% temporal Melee Ret 8 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +8% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
rogue's steel ring of light (+22%) rogue's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +6 (+2 eff.) Resists +22% light Rings make your fingers look great! |
steel ring of nature (+20%) steel ring of nature (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
steel ring of power steel ring of power0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Rings make your fingers look great! |
marksman's gold ring of frost (+20%) marksman's gold ring of frost (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% cold Acc +4 (+4 eff.) ----- def ----- Resists +20% cold Rings make your fingers look great! |
flaming steel battleaxe of erosion (123% power, 2 apr) flaming steel battleaxe of erosion (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Nature Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Hit.r1 +9 fire Massive two-handed battleaxes. |
arcing blue-steel trident (118% power, 8 apr) arcing blue-steel trident (118% power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane Power 118% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
balanced blue-steel trident of erosion (118% power, 8 apr) balanced blue-steel trident of erosion (118% power, 8 apr)3.0 T2 trident 2H weapon [Ego] Nature/Master Power 118% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% Melee+ +10 nature While equipped: dps ---------- Acc +7 (+7 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming blue-steel trident of massacre (129% power, 8 apr) flaming blue-steel trident of massacre (129% power, 8 apr)3.0 T2 trident 2H weapon [Ego] Arcane/Master Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Hit.r1 +13 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Hydra's Bite (168% power, 7 apr) Hydra's Bite (168% power, 7 apr)3.0 T4 whip 2H weapon Reqs Str 40 [Unique] Nature/Master Power 168% Range: 1.1x Uses 40% Dex, 90% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +14.0% Atk.spd 125% On Hit: 10% Lightning Breath 3 On Hit: 10% Poison Breath 3 On Hit: 10% Acid Breath 3 On Hit: * hit up to two adjacent enemies While equipped: dps ---------- Dmg.mod +12% acid +12% nature +12% lightning This three-headed stralite flail strikes with the power of a hydra. With each attack it lashes out, hitting everyone around you. |
Glittermire the dwarven-steel mace (132% power, 4 apr) Glittermire the dwarven-steel mace (132% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +20 (+9 eff.) Dmg.mod +3% mind Res.pen +10% light ---------- misc Max.psi +50.00 Blunt and deadly. |
arcing stralite mace of massacre (162% power, 5 apr) arcing stralite mace of massacre (162% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 163% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage Blunt and deadly. |
Bokebers the Sleetwasp (135% power, 5 apr) Bokebers the Sleetwasp (135% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Nature/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 acid On Hit.r1 +8 acid While equipped: Stats +6 Str +15 Dex +7 Mag +6 Wil +5 Cun +5 Con dps ---------- Phys.spd +10% Dmg.mod +12% acid +9% cold Res.pen +7% physical Acc +28 (+18 eff.) Apr +12 ----- def ----- Resists +6% acid One-handed war axes. |
Gloomsteel Gloomsteel4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +20 mind +12 darkness On Hit.r1 +4 darkness On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Acc +6 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
acidic pouch of dwarven-steel shots (19/19, 140% power, 3 apr) acidic pouch of dwarven-steel shots (19/19, 140% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 On Crit: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (22/22, 138% power, 3 apr) pouch of dwarven-steel shots (22/22, 138% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots (21/21, 140% power, 3 apr) pouch of dwarven-steel shots (21/21, 140% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Normal] Power 140% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
stargazer's linen robe of alchemy (0 def, 0 armour) stargazer's linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +1 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +7% acid +5% physical +6% light +6% cold +6% fire +7% darkness ----- def ----- Resists +11% acid +10% physical +10% blight +11% fire +11% cold +7% all ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. It was hardened by the digestive sack. |
focusing woollen robe of nature (+16%) (0 def, 0 armour) focusing woollen robe of nature (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +9% all ---------- misc Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+15%) (0 def, 0 armour) mindwoven woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of light (+21%) (0 def, 0 armour) spellwoven woollen robe of light (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +14% light ----- def ----- Resists +21% light +9% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of life (0 def, 0 armour) silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +15% blight +13% all Max.HP +61.00 HP.reg +2.30 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour) rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% lightning HP.reg +3.80 ---------- misc Stam/turn +1.00 A suit of armour made of leather. |
Boltblast the steel mail armour (2 def, 6 armour) Boltblast the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning +9% blight Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% blight +19% fire A suit of armour made of mail. |
noble's rough leather belt of carrying noble's rough leather belt of carrying1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- Fatigue -4% D.Red.from +17% Summoned ---------- misc Max.enc +20 A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 5 armour) thick linen cloak of the Shaloren (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Soottreason' (0 def, 1 armour) pair of rough leather boots 'Soottreason' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Res.pen +15% darkness ----- def ----- Armour +1 Resists +3% darkness Phys.save +3 (+1 eff.) Die.at -60.00 life Silence- +22% Confus- +21% Stun/Frz- +21% ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
undeterred pair of hardened leather boots (0 def, 3 armour) undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +23% Confus- +20% Stun/Frz- +23% A pair of boots made of leather. |
pair of iron boots 'Ce'Nybrethra' (0 def, 5 armour) pair of iron boots 'Ce'Nybrethra' (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +5 Fatigue +2% Resists +9% lightning Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) HP.reg +2.00 ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) scholar's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +13.00 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) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
naturalist's iron gauntlets of strength (+2) (0 def, 1 armour) naturalist's iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +1 Fatigue +1% Resists +5% nature 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. |
stabilizing linen wizard hat of light (+15%) (1 def, 0 armour) stabilizing linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Cyrasema (0 def, 1 armour) Cyrasema (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Dmg.mod +3% blight ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Mind.save +9 (+5 eff.) A cap made of leather. |
rough leather cap 'Elussra' (5 def, 1 armour) rough leather cap 'Elussra' (5 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex +3 Con dps ---------- Phys.pwr +5 (+2 eff.) S.pwr/crit +4 ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Phys.save +12 (+6 eff.) ---------- misc Vim/s.crit +1.00 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm (0 def, 4 armour) dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm (0 def, 4 armour) prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +13% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
zircon 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal 6 opal0.0 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. |
5 topaz 5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Woevault' brass lantern 'Woevault'2.0 T1 lite [Rare] Master While equipped: Stats +3 Mag dps ---------- Res.pen +5% darkness +10% temporal ---------- misc Light +8 Infravis +1 See.Invis +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. |
Runyvon (dig speed 40 turns) Runyvon (dig speed 40 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +1% Dmg.mod +6% nature ----- def ----- Resists +11% nature Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Psi/ret +0.08 Max.hate +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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. |
iron torque of mindblast [power 105] (17/15 cooldown) iron torque of mindblast [power 105] (17/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 170] (17/15 cooldown) steel torque of mindblast [power 170] (17/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (17/25 cooldown) elm totem of summon tentacle [power 95] (17/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 204 Base Damage: 95 Armor: 2 All Resist: 6 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of thorny skin [power 31] (17/20 cooldown) ash totem of thorny skin [power 31] (17/20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 31 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
extending ash totem of stinging [power 182] (17/15 cooldown) extending ash totem of stinging [power 182] (17/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 209 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
piercing elm wand of clairvoyance [power 9] (17/15 cooldown) piercing elm wand of clairvoyance [power 9] (17/15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 59 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm [power 188] (17/15 cooldown) ash wand of lightning storm [power 188] (17/15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 37 lightning damage and will be dazed for 1 turn (188 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Caukoon the Drem Cultist of Entropy level 15
7th Wealth 122nd year of Ascendancy at 16:18 see stats
By Caukoon the Drem Cultist of Entropy level 10
29th Voratun 122nd year of Ascendancy at 09:31 see stats
By Caukoon the Drem Cultist of Entropy level 5
20th Voratun 122nd year of Ascendancy at 20:25 see stats
By Caukoon the Drem Cultist of Entropy level 11
3rd Acquisition 122nd year of Ascendancy at 20:09 see stats
By Caukoon the Drem Cultist of Entropy level 16
11st Wealth 122nd year of Ascendancy at 08:26 see stats
By Caukoon the Drem Cultist of Entropy level 14
21st Profit 122nd year of Ascendancy at 17:02 see stats
Log
Walrog regains their balance.
Walrog casts Blastwave.
Walrog's spell attains critical power!
Caukoon resists the punch!
Walrog hits Caukoon for 0 fire damage.
Caukoon's Reality Fracture hits Iceblock for 8 temporal, 7 darkness (14 total damage).
Walrog casts Tidal Wave.
A wave of icy water erupts from the ground!
Caukoon's Reality Fracture hits Iceblock for 8 temporal, 7 darkness (14 total damage).
Caukoon is returned to normal time.
Caukoon casts Accelerate.
Caukoon is moving at extreme speed!
Caukoon slows down.
Caukoon hits Iceblock for 15 physical, 12 physical (27 total damage).
Walrog casts Frost Grab.
Walrog hits Caukoon for (0 to ice), 117 cold (117 total damage).
Caukoon's Reality Fracture hits Iceblock for 10 temporal, 8 darkness (17 total damage).
Caukoon loses 8 health to the entropy.
Talent Quantum Tunnelling is ready to use.
Caukoon hits Iceblock for 15 physical, 12 physical (26 total damage).
Caukoon resists the wave!
Walrog's cold repulsion area effect hits Caukoon for (0 to ice), 39 cold, (0 to ice), 29 physical (68 total damage).
Walrog uses Dual Strike.
Walrog performs a melee critical strike against Caukoon!
Caukoon resists the stunning strike!
Walrog's spell attains critical power!
Walrog hits Caukoon for (0 to ice), 18 physical, (0 to ice), 29 darkness, (0 to ice), 113 acid (160 total damage).
Caukoon the level 17 drem cultist of entropy was scalded to death by Walrog on level 2 of Lake of Nur.