Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | ZOmnibus Lite 1.7.0A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Cornac |
Class | Cursed |
Level / Exp | 11 / 67% |
Size | medium |
Lifes / Deaths | no deaths recorded 4 / 0 |
Primary Stats
Strength | 31 (base 29) |
Dexterity | 10 (base 10) |
Constitution | 10 (base 10) |
Magic | 12 (base 10) |
Willpower | 32 (base 30) |
Cunning | 13 (base 10) |
Resources
Life | 41/262 |
Hate | 10/100 |
Healing Factor | 0.53220709271871 |
Regeneration | 0.66525886589839 |
Speed
Mental | +20.438192473627% |
Attack | +20.438192473627% |
Movement | +99.959344799097% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 46 |
Accuracy | 39 |
Crit Chance | 7% |
APR | 2 |
Speed | 0.83 |
Offense: Spell
Spellpower | 12 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 0.83030140145866 |
Offense: Damage Bonus
Physical | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 13.335093952971 (47.857809501309%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 12 |
Physical Save | 23 |
Spell Save | 15 |
Mental Save | 21 |
Defense: Resistances
Fire | + 19%( 70%) |
All | 0%( 70%) |
Physical | + 2%( 71%) |
Mind | + 3%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Stun Resistance | 41% |
Confusion Resistance | 41% |
Fear Resistance | 41% |
Knockback Resistance | 41% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 100 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Cunning stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Gloom |
talent | Stalk |
talent | Savage Hunter |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 1.2)Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 8% when tested. Power 1+: Removed from Reality: +2 Physical Resistance, +1 Maximum Physical Resistance Power 2+: -1 Luck, +3 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 23 mind and 23 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 34 Mind damage, and deal 34 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
detrimental effect | Vulnerable to deadly counterstrikes. Next melee attack will inflict double damage. Counterstrike |
detrimental effect | Huge cut that bleeds, doing 48.88 physical damage per turn. Bleeding |
beneficial effect | The target is rampaging! (+100% movement speed, +20% attack speed, +20% mind speed, +15% physical damage, +7 physical save, +7 mental save, 0/18 damage shrugged off this turn) Rampaging |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | Stalking Lisawen the large brown snake. Bonus level 3: +9 accuracy, +17% melee damage, +1.50 hate/turn prey was hit. Stalking 451/657 +3 |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is pinned to the ground, unable to move. Pinned to the ground |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 |
Equipment
Tool | supercharged elm wand of shielding [power 158] (11/24 cooldown) supercharged elm wand of shielding [power 158] (11/24 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 158 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 24 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On feet | Singekiller the pair of iron boots (0 def, 3 armour) Singekiller the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -2% Reduces incoming crit damage: 5.00% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Disease immunity: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Around neck | restful copper amulet of magic (+2) restful copper amulet of magic (+2)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Mag Life regen: +1.00 Amulets make your neck look great! |
Main armor | Kedemnir the Bilestreak (Misfortune) (2 def, 4 armour) Kedemnir the Bilestreak (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Accuracy: +20 (+7 eff.) Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes stats: +1 Cun / +1 Wil Changes resistances: +3% nature / +16% fire See invisible: +3 Curse of Misfortune A suit of armour made of mail. |
On hands | Hettablek (0 def, 1 armour) Hettablek (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str / +1 Wil Critical mult.: +5.00% Mental crit. chance: +3% 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. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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 | iron helm 'Mayinne' (5 def, 3 armour) iron helm 'Mayinne' (5 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +3 Defense: +5 (+0 eff.) Fatigue: +5% Changes stats: +2 Cun / +2 Wil Changes resistances: +3% fire / +6% nature / +3% mind Blindness immunity: +10% Mindpower: +4 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
In main hand | acidic steel battleaxe of daylight (Nightmares) (125% power, 2 apr) acidic steel battleaxe of daylight (Nightmares) (125% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 125% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +7 light Damage against: +9% Undead Curse of Nightmares Massive two-handed battleaxes. |
Inventory
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
regeneration infusion of the wizard (heal 101; 14 cd) regeneration infusion of the wizard (heal 101; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Magic stat. It can be used to 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 |
This item will automatically be transmogrified when you leave the level. cruel elm vilestaff of illumination (Shrouds) (100% power, 2 apr, darkness element)cruel elm vilestaff of illumination (Shrouds) (100% power, 2 apr, darkness element) Requires: - Magic 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +6 (+0 eff.) Changes damage: +10% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+3 eff.) Spell crit. chance: +7% Light radius: +2 Curse of Shrouds It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 43.44 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. |
This item will automatically be transmogrified when you leave the level. shimmering elm magestaff (Nightmares) (100% power, 2 apr, fire element)shimmering elm magestaff (Nightmares) (100% power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Mana each turn: +0.10 Maximum mana: +30.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. shimmering elm vilestaff (Corpses) (100% power, 2 apr, acid element)shimmering elm vilestaff (Corpses) (100% power, 2 apr, acid element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid Talent granted: +1 Command Staff Mana each turn: +0.11 Maximum mana: +35.00 Spellpower: +3 (+3 eff.) Spell crit. chance: +1% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
flaming iron battleaxe of massacre (Misfortune) (118% power, 1 apr) flaming iron battleaxe of massacre (Misfortune) (118% power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 118% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Curse of Misfortune Massive two-handed battleaxes. |
Bill's Tree Trunk (Shrouds) (136% power, 7 apr) Bill's Tree Trunk (Shrouds) (136% power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 137% Range: 1.7x Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Shrouds It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
This item will automatically be transmogrified when you leave the level. iron greatmaul (Nightmares) (117% power, 1 apr)iron greatmaul (Nightmares) (117% power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 117% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Curse of Nightmares Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatmaul (Shrouds) (114% power, 1 apr)iron greatmaul (Shrouds) (114% power, 1 apr) Requires: - Strength 11 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 114% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Curse of Shrouds Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. Betyvea the Brightpain (Madness) (114% power, 1 apr)Betyvea the Brightpain (Madness) (114% power, 1 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 114% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 10% chance to reduce all saves and defense by 20 Damage (radius 1) on hit: +9 fire When wielded/worn: Changes stats: +3 Dex Changes resistances: +3% light Changes damage: +3% physical Stamina each turn: +1.00 Maximum stamina: +30.00 Curse of Madness Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. balanced iron greatsword of massacre (Misfortune) (126% power, 1 apr)balanced iron greatsword of massacre (Misfortune) (126% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 127% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +9 (+0 eff.) Disarm immunity: +28% Curse of Misfortune Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. Zihell the Glimmerlore (Misfortune) (109% power, 3 apr)Zihell the Glimmerlore (Misfortune) (109% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 2 Power: 109% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to reduce strength, dexterity, and constitution by 7 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +9 blight / +6 cold / +4 light When wielded/worn: Changes resistances: +9% light Changes resistances penetration: +5% acid Light radius: +1 Curse of Misfortune Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. iron mace of phasing (Misfortune) (107% power, 8 apr)iron mace of phasing (Misfortune) (107% power, 8 apr) Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +0.5% Attack speed: 100% Damage Shield penetration (this weapon only): +11% Curse of Misfortune Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. balanced iron waraxe (Corpses) (103% power, 2 apr)balanced iron waraxe (Corpses) (103% power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +6 (+0 eff.) Disarm immunity: +20% Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level. acidic iron dagger of daylight (Nightmares) (101% power, 5 apr)acidic iron dagger of daylight (Nightmares) (101% power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Damage (Melee): +6 light Damage against: +5% Undead Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. iron dagger of massacre (Madness) (112% power, 5 apr)iron dagger of massacre (Madness) (112% power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 112% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. thought-forged iron dagger (Misfortune) (102% power, 5 apr)thought-forged iron dagger (Misfortune) (102% power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 102% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 20 Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +1 Wil Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Dagoyahek the Unlightpiety (Madness) (87% power, 18 apr, nature damage)Dagoyahek the Unlightpiety (Madness) (87% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 46% Damage (Melee): 8 physical Changes stats: +3 Cun Changes resistances: +3% darkness / +8% physical Changes resistances penetration: +4% physical Changes damage: +9% darkness / +5% physical Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Life regen: +0.80 Maximum life: +14.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Madness 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. |
This item will automatically be transmogrified when you leave the level. Fogwreck the elm longbow (Nightmares)Fogwreck the elm longbow (Nightmares) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +8 acid Damage (radius 1) on hit: +8 darkness When wielded/worn: Effects on ranged hit: * 10% chance to reduce damage dealt by 17% Damage when hit (Melee): 4 temporal Changes resistances penetration: +10% temporal Changes damage: +15% acid / +3% fire / +6% darkness Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. steady elm longbow of cold (Shrouds)steady elm longbow of cold (Shrouds) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +6 Damage (Ranged): +9 cold When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +2.0% Changes damage: +14% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. ranger's rough leather sling of acid (Shrouds)ranger's rough leather sling of acid (Shrouds) Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +5 acid When wielded/worn: Changes stats: +1 Dex Changes damage: +9% acid Curse of Shrouds Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. mighty steel steamgun of cold (Misfortune)mighty steel steamgun of cold (Misfortune) Requires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Attack speed: 100% Firing range: +7 Travel speed: +600% Damage (Ranged): +6 cold Attacks use: 2.0 Steam When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Str Changes damage: +8% cold Curse of Misfortune Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
This item will automatically be transmogrified when you leave the level. chilling pouch of iron shots of daylight (16/16, 114% power, 1 apr)chilling pouch of iron shots of daylight (16/16, 114% power, 1 apr) Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 114% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Damage (Ranged): +5 light / +5 cold Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. high-capacity pouch of iron shots of wind (42/45, 107% power, 1 apr)high-capacity pouch of iron shots of wind (42/45, 107% power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 107% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +4.0% Capacity: 45 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Travel speed: +200% When wielded/worn: Ammo reloads per turn: +2 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. icy iron shield of lightning resistance (+15%) (0 def, 2 armour, 93% power, 20 block)icy iron shield of lightning resistance (+15%) (0 def, 2 armour, 93% power, 20 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 93% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Damage (Melee): 7 cold Damage when hit (Melee): 2 ice Changes resistances: +15% lightning Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield (0 def, 3 armour, 97% power, 43.5 block) reinforced iron shield (0 def, 3 armour, 97% power, 43.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 97% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +44 When wielded/worn: Armour: +3 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. reinforced iron shield of temporal resistance (+10%) (0 def, 4 armour, 94% power, 38.5 block)reinforced iron shield of temporal resistance (+10%) (0 def, 4 armour, 94% power, 38.5 block) Requires: - Shield usage training - Strength 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 95% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +38 When wielded/worn: Armour: +4 Fatigue: +8% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +10% temporal Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. rough leather armour of resilience (Shrouds) (3 def, 2 armour)rough leather armour of resilience (Shrouds) (3 def, 2 armour) Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+0 eff.) Fatigue: +6% Maximum life: +22.00 Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic cured leather armour (Misfortune) (6 def, 4 armour)prismatic cured leather armour (Misfortune) (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+0 eff.) Fatigue: +7% Changes resistances: +10% light / +11% darkness Curse of Misfortune A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. impenetrable iron mail armour of resilience (Misfortune) (2 def, 10 armour)impenetrable iron mail armour of resilience (Misfortune) (2 def, 10 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+0 eff.) Fatigue: +12% Maximum life: +20.00 Curse of Misfortune A suit of armour made of mail. |
iron mail armour (Shrouds) (2 def, 4 armour) iron mail armour (Shrouds) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. prismatic iron mail armour of cold resistance (Shrouds) (2 def, 4 armour)prismatic iron mail armour of cold resistance (Shrouds) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +12% Changes resistances: +15% cold / +11% light / +11% darkness Curse of Shrouds A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. pair of iron boots 'Venomcutter' (0 def, 3 armour)pair of iron boots 'Venomcutter' (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +3 Fatigue: -3% Effects on melee hit: * 20% chance to slow global speed by 46% Damage when hit (Melee): 10 physical Critical mult.: +5.00% Maximum encumbrance: +22 Physical save: +5 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. restful rough leather gloves (0 def, 1 armour)restful rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +10.00 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. |
This item will automatically be transmogrified when you leave the level. rough leather gloves of magic (+2) (0 def, 1 armour)rough leather gloves of magic (+2) (0 def, 1 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Mag Changes damage: +4% arcane 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. |
This item will automatically be transmogrified when you leave the level. Blindwell (1 def, 0 armour)Blindwell (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +16% cold Changes resistances penetration: +20% darkness / +10% light Changes damage: +9% fire / +3% light / +11% cold Light radius: +1 A pointy cloth hat, very wizardly... |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Dex A cap made of leather. |
3 agate 3 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
72 alchemist agate 72 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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] (11/15 cooldown) iron torque of mindblast [power 105] (11/15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 89 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. quick iron torque of mindblast [power 90] (11/12 cooldown)quick iron torque of mindblast [power 90] (11/12 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 76 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. elm totem of stinging [power 110] (11/15 cooldown)elm totem of stinging [power 110] (11/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 94 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By The Uncanny Valley the Cornac Cursed level 9
4th Dusk 122nd year of Ascendancy at 19:59 see stats
By The Uncanny Valley the Cornac Cursed level 10
9th Dusk 122nd year of Ascendancy at 20:48 see stats
By The Uncanny Valley the Cornac Cursed level 10
10th Dusk 122nd year of Ascendancy at 13:37 see stats
Log
Mindrot hits Lisawen the large brown snake for 3 mind, 2 darkness (5 total damage).
Mindrot hits Lisawen the large brown snake for 3 mind, 2 darkness (5 total damage).
The Uncanny Valley uses Slash.
The Uncanny Valley hits Lisawen the large brown snake for 72 physical, 6 light (78 total damage).
Lisawen the large brown snake uses Block.
Mindrot hits Lisawen the large brown snake for 2 mind, (3 blocked), 0 darkness (2 total damage).
The Uncanny Valley hits Lisawen the large brown snake for (47 blocked), 0 physical, (7 blocked), 0 light (0 total damage).
The Uncanny Valley is pinned to the ground.
Lisawen the large brown snake uses Assault.
The Uncanny Valley starts to bleed.
Lisawen the large brown snake performs a melee critical strike against The Uncanny Valley!
Lisawen the large brown snake performs a melee critical strike against The Uncanny Valley!
Lisawen the large brown snake hits The Uncanny Valley for (26 resonance), 26 physical, (1 resonance), 1 nature, (1 resonance), 1 acid, (49 resonance), 49 physical, (1 resonance), 1 acid, (25 resonance), 25 physical, (1 resonance), 1 acid (106 total damage).
Lisawen the large brown snake uses Shield Slam.
Your resonance field crumbles under the damage!
The psychic field around The Uncanny Valley crumbles.
Lisawen the large brown snake performs a melee critical strike against The Uncanny Valley!
The Uncanny Valley begins rampaging!
The Uncanny Valley redirects the effect 'Bleeding'!
Lisawen the large brown snake starts to bleed.
Lisawen the large brown snake hits The Uncanny Valley for (4 resonance), 26 physical, 2 nature, 3 acid, 36 physical, 0 nature, 0 acid, 14 physical, 2 nature, 3 acid (86 total damage).
The Uncanny Valley has shrugged off 18 damage and is ready for more.
Talent Frenzy is ready to use.
Bleeding from Lisawen the large brown snake hits The Uncanny Valley for 27 physical damage.
Mindrot hits Lisawen the large brown snake for 1 mind, (3 blocked), 0 darkness (1 total damage).
Lisawen the large brown snake is no longer being stalked by The Uncanny Valley.