











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Bulwark |
| Level / Exp | 20 / 48% |
| Size | medium |
| Lifes / Deaths | Killed by Poriwe the grannor'vin at level 20 on the 33rd Profit 122nd year of Ascendancy at 11:06 / 1 |
Primary Stats
| Strength | 51 (base 36) |
| Dexterity | 37 (base 36) |
| Constitution | 37 (base 27) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | -134/819 |
| Stamina | 37/190 |
| Healing Factor | 1.2041015905905 |
| Regeneration | 12.844810282085 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 13.843738619919 |
| See Invisible | 13.843738619919 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 49 |
| Crit Chance | 4% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 15 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Fire | +9% |
| Darkness | +9% |
| Physical | +16% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 47.511077022655 (89.749889547741%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 37 |
| Physical Save | 39 |
| Spell Save | 37 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 10%( 70%) |
| Arcane | + 16%( 70%) |
| Cold | + 11%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 7%( 70%) |
| Physical | + 16%( 70%) |
| Temporal | + 17%( 70%) |
| Lightning | + 23%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 16%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Teleport Resistance | 10% |
| Confusion Resistance | 30% |
| Pinning Resistance | 34% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. Its effects scale with your Dexterity 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent 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 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 precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one orc heart. If you can fetch me a still-beating orc heart, that would be even better. But you don't look like a master necromancer to me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' | 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 |
Equipment
| On feet | insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +6% fire +7% cold ---------- misc Stam/turn +0.50 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Emeldavena'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind Acc +15 (+5 eff.) Apr +5 ----- def ----- Die.at -40.00 life HP.reg +4.00 ---------- misc 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 | 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 (+4 eff.) Spell.save +12 (+5 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. |
| On hands | heroic iron gauntlets of strength (+2) (0 def, 5 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +5 Fatigue +1% Mind.save +6 (+3 eff.) Max.HP +43.00 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. |
| Tool | elm totem of healing 'Growthrebel' [power 116] (7/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% nature +15% light ----- def ----- Resists +6% nature +3% fire Mind.save +3 (+1 eff.) Die.at -60.00 life Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | wizard's copper ring of perseverance0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +23% Rings make your fingers look great! |
| On fingers | copper ring 'Khelugen'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +10% lightning Apr +3 ----- def ----- Resists +20% lightning Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| Around neck | Sepsisglory the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Resists +2% physical +14% temporal Blind- +20% Pinning- +24% Knockbk- +21% Amulets make your neck look great! |
| In main hand | Dimscar the steel waraxe (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 blight +9 light Against +15% Undead On Hit.r1 +8 darkness On Hit: * 20% chance to slow global speed by 35% * 8% chance to reduce strength, dexterity, and constitution by 9 While equipped: Stats +3 Str dps ---------- Dmg.mod +3% darkness +6% physical Acc +7 (+2 eff.) Melee Ret 4 nature ----- def ----- Resists +3% darkness One-handed war axes. |
| Around waist | Coalworth the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Resists +6% blight Max.HP +34.00 HP.reg +2.00 Confus- +10% Pinning- +10% A belt that goes around your waist. |
| In off hand | steel shield 'Toriroddahad' (10 def, 4 armour, 18-22 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master When used to Attack: Power 18.0 - 21.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Melee+ 7 cold Melee Ret 1 ice ----- def ----- Armour +4 Defense +10 (+5 eff.) Fatigue +8% Resists +11% physical Max.HP +44.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Arolenik the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% mind Stun/Frz- +20% Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Sunhacker the steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 10% chance to reduce armor by 19% ----- def ----- Armour +14 Fatigue +17% Resists +6% acid +3% fire +12% arcane Phys.save +6 (+2 eff.) Spell.save +23 (+9 eff.) A suit of armour made of metal plates. |
Inventory
Growthhunger the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag +5 Wil +2 Cun dps ---------- Dmg.mod +3% nature On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Resists +15% fire +14% cold Amulets make your neck look great! |
cleansing steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Str ----- def ----- Resists +13% nature +11% blight Poison- +28% Disease- +26% Amulets make your neck look great! |
starlit copper amulet of mastery (0.11 Technique / Combat techniques)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +22% ---------- misc Masteries +0.11 Technique/Combat techniques Amulets make your neck look great! |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
copper ring 'Halaroddasta'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Dmg.mod +6% mind Res.pen +5% acid ----- def ----- Resists +9% nature +6% darkness Phys.save +6 (+2 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
steel dagger of massacre (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Isubeth the dwarven-steel greatmaul (48-71 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 47.5 - 71.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 blight On Hit.r1 +12 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 9 On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Mind.pwr +10 (+7 eff.) ----- def ----- Disease- +31% ---------- misc Max.hate +8.00 Massive two-handed mauls. |
balanced steel greatsword of dampening (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Disrupt/Master Power 24.0 - 38.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Resists +13% acid +13% lightning +10% cold +13% fire +3% all Spell.save +7 (+3 eff.) Disarm- +31% Massive two-handed swords. |
Stormknight the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +12 Con +12 Wil dps ---------- Dmg.mod +6% lightning +21% mind Res.pen +5% mind On Hit (Ranged): * 20% chance to reduce armor by 19% * 20% chance to reduce all saves and defense by 10 ----- def ----- Max.HP +50.00 Longbows are used to shoot arrows at your foes. |
truestriking steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +5 Sharp, long, and deadly. |
creative vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.5 - 6.1 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: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+4 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.80 ---------- 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. |
Iceoracle4.0 T2 sling 1H weapon Reqs Shoot [Rare] Master Power 6.0 - 6.6 Physical Uses Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +8 cold While equipped: Stats +4 Dex +6 Con dps ---------- Phys.crit +2.0% Phys.pwr +15 (+5 eff.) Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Belentir the yew magestaff (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] 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: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +18 (+11 eff.) S.pwr/crit +9 Dmg.mod +20% arcane ----- def ----- Resists +3% darkness +2% physical Die.at -40.00 life ---------- misc Max.mana +14.00 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 21.18 to 25.41 arcane damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Cinderkarma (13-16 power, 2 apr, acid element)5.0 T1 staff 2H weapon [Rare] Arcane Power 13.0 - 15.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+5 eff.) Dmg.mod +13% acid +12% fire +9% light Res.pen +25% fire ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] 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: dps ---------- Spell.crit +5% Spell.pwr +6 (+5 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +7 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff (18-22 power, 3 apr, arcane element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 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 +8 (+6 eff.) Dmg.mod +18% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of illumination (19-23 power, 3 apr, acid element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane/Nature Power 19.0 - 22.8 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 +8 (+6 eff.) Dmg.mod +19% acid ----- def ----- Defense +7 (+4 eff.) ---------- 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 55.10 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. |
surging elm magestaff of fate (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+3 eff.) S.pwr/crit +3 Dmg.mod +10% cold ----- def ----- Phys.save +5 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel steamsaw of erosion (15-22 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 15.0 - 22.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +23 Melee+ +8 nature Uses 1.0 Steam While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +3 Defense +10 (+5 eff.) Fatigue +6% Disarm- +24% ---------- misc Talents +1 Block 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! |
dwarven-steel steamsaw of winter (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam When used to Attack: Melee+ +18 cold While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 32 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +10% cold ---------- misc Talents +2 Block 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! |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
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. |
linen cloak 'Burnspawner' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Wil +2 Cun ----- def ----- Defense +1 (+1 eff.) Resists +9% fire +3% temporal Spell.save +3 (+2 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering cashmere robe of corrosion (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +16% arcane +16% acid ----- def ----- Resists +24% acid +11% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shivervenom (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil +2 Cun +2 Con dps ---------- Spell.crit +1% Res.pen +10% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% darkness Crit.chn- 5.00% Phys.save +11 (+4 eff.) Mind.save +13 (+6 eff.) Die.at -80.00 life Max.HP +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
pair of rough leather boots 'Amuntir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Mind.crit +4% Mov.spd +25% Res.pen +5% acid ----- def ----- Armour +1 Resists +9% acid Mind.save +3 (+1 eff.) A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
hardened leather gloves 'Silurin' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Resists +3% fire +4% physical Crit.chn- 5.00% Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Magmapunish' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee+ 5 acid Dmg.mod +4% acid +9% fire ----- def ----- Armour +1 Resists +6% acid 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. |
sand hardened leather gloves (0 def, 9 armour)1.0 T2 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 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. |
temporal dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 8 temporal Dmg.mod +4% arcane +3% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% temporal 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. |
Silimina the Lustrebraid (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+4 eff.) Dmg.mod +9% lightning Res.pen +5% light Melee Ret 2 light ----- def ----- Defense +1 (+1 eff.) Resists +6% light +9% lightning A pointy cloth hat, very wizardly... |
iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of trickery (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +4 ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+2) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
impenetrable dwarven-steel mail armour of command (8 def, 19 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +19 Defense +8 (+4 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% blight +12% darkness ---------- misc Light +1 A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% HP.reg +2.00 ---------- misc Stam/turn +0.90 A suit of armour made of mail. |
rough leather armour of the deep (3 def, 4 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +3 (+2 eff.) Fatigue +6% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
steel shield of lightning resistance (+16%) (0 def, 4 armour, 19-23 power, 40 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 19.0 - 22.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
413 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. |
2 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. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
Ce'Nekira the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +3 Dex +10 Wil dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +6 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 35% ----- def ----- Resists +6% lightning +3% temporal ---------- misc 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. |
brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt While equipped: ----- def ----- Resists +3% all Spell.save +5 (+3 eff.) ---------- misc 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep 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. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
iron torque of mindblast [power 100] (7/13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 106 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield 'Oakwilter' [power 25] (7/22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Resists +12% nature +3% fire Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
Porumina [power 105] (7/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Res.pen +5% physical ----- def ----- Resists +9% acid ---------- misc Stam/turn +1.00 Fire a magical bolt dealing 105 acid damage Puts all charms on 13 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm 'Amydosta' [power 116] (7/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +9 Str +3 Wil +2 Con ---------- misc Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 25 lightning damage and will be dazed for 1 turn (127 total damage) Puts all charms on 13 cooldown 100% to heal for 42. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
5 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. |
8 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. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Analoele the Drem Bulwark level 10
26th Voratun 122nd year of Ascendancy at 18:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Analoele the Drem Bulwark level 20
32nd Profit 122nd year of Ascendancy at 14:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Analoele the Drem Bulwark level 10
27th Voratun 122nd year of Ascendancy at 14:36 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Analoele the Drem Bulwark level 12
3rd Profit 122nd year of Ascendancy at 00:05 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Analoele the Drem Bulwark level 15
10th Profit 122nd year of Ascendancy at 00:45 see stats
Log
Analoele is out of phase.
Black Blood Bleeding from Analoele hits War hound for 11 darkness damage.
Melee retaliation hits War hound for 1 cold, 2 mind, 4 nature (7 total damage).
War hound hits Analoele for 62 physical damage.
Poison from Poriwe the grannor'vin hits Analoele for 53 nature damage.
Decrepitude Disease from War hound hits Analoele for 9 blight damage.
Rotting Disease from War hound hits Analoele for 9 blight damage.
Shadow starts to bleed black blood.
Shadow resists!
Melee retaliation hits Shadow for 1 cold, 1 mind, 4 nature (6 total damage).
Shadow hits Analoele for 3 physical damage.
--------------------------------
Analoele uses Infusion: Regeneration.
Analoele starts regenerating health quickly.
Black Blood Bleeding from Analoele hits War hound for 11 darkness damage.
Melee retaliation hits War hound for 1 cold, 2 mind, 4 nature (7 total damage).
War hound hits Analoele for 62 physical damage.
Analoele stops being poisoned.
Talent Shield Slam is ready to use.
Decrepitude Disease from War hound hits Analoele for 9 blight damage.
Rotting Disease from War hound hits Analoele for 9 blight damage.
Black Blood Bleeding from Analoele hits Shadow for 0 darkness damage.
Melee retaliation hits Shadow for 1 cold, 1 mind, 4 nature (6 total damage).
Shadow hits Analoele for 3 physical damage.
--------------------------------
War hound stops bleeding black blood.
Poriwe the grannor'vin's Slime Spit hits Analoele for 95 nature damage.
Analoele the level 20 drem bulwark was naturalised to death by Poriwe the grannor'vin on level 3 of The Maze.


































































































