











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 20 / 15% |
| Size | big |
| Lifes / Deaths | Killed by Velyvea the sandworm at level 20 on the 55th Dusk 122nd year of Ascendancy at 19:03 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 55 (base 47) |
| Dexterity | 9 (base 10) |
| Constitution | 14 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 54 (base 41) |
| Cunning | 15 (base 10) |
Resources
| Life | -122/796 |
| Equilibrium | 32 |
| Psi | 184/184 |
| Healing Factor | 1.2872895330003 |
| Regeneration | 8.2552175518323 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +41.31788189224% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 48 |
| Crit Chance | 32% |
| APR | 17 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 39 |
| Accuracy | 48 |
| Crit Chance | 26% |
| APR | 17 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 16% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +29% |
| Nature | +6% |
| Darkness | +3% |
| Blight | +3% |
| Mind | +12% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Acid | +5% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 12 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 26 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 20%( 70%) |
| Cold | + 16%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 31%( 70%) |
| Fire | + 55%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 50% |
| Confusion Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.20 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Telekinetic Leap (+1 level(s)). | 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 have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
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 within2 lumberjacks have died. | done |
Equipment
| On feet | Hurinarirab (23 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +3 Defense +23 (+8 eff.) Fatigue +2% Resists +6% mind +1% physical Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Zanalathathel (26 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Defense +26 (+9 eff.) Resists +16% acid +3% mind Die.at -80.00 life A pointy cloth hat, very wizardly... |
| On hands | Mogorn the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Disrupt While equipped: Stats +3 Wil dps ---------- Crit.mult +15.00% Phys.pwr +5 (+2 eff.) Dmg.mod +9% acid +9% mind Acc +5 (+2 eff.) Apr +5 On Hit (Melee): * 10% chance to reduce armor by 9% ----- def ----- Armour +1 Resists +7% blight Spell.save +10 (+5 eff.) 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Xynor the Obsidiansin0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun +1 Wil dps ---------- Phys.crit +3.0% Dmg.mod +3% darkness Acc +8 (+3 eff.) Apr +8 ----- def ----- Armour +2 Defense +8 (+3 eff.) Resists +3% physical Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | Windlash0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Resists +3% fire Mind.save +8 (+4 eff.) ---------- misc Max.hate +4.00 Max.psi +40.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Hellpiercer'0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +6% fire Res.pen +5% fire ----- def ----- Resists +13% mind Heal.mod +10% Cut- +50% Confus- +21% Def/telep +10 Res/telep +10% Dur/telep +10% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
| Around waist | rough leather belt 'Berikath'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Str +1 Wil dps ---------- Phys.crit +4.0% Dmg.mod +3% blight ----- def ----- Die.at -20.00 life Max.HP +37.00 ---------- misc Mana/turn +0.04 A belt that goes around your waist. |
| In off hand | Tulerig the dwarven-steel longsword (122% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +12% acid +3% cold +12% nature +6% blight Disarm- +28% Sharp, long, and deadly. |
| Cloak | Cyrama the Radiancebraze (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% mind Res.pen +15% light +5% acid Melee Ret 2 mind ----- def ----- Defense +1 (+1 eff.) Resists +3% light Max.HP +31.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | tormentor's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Crit.mult +13.00% ----- def ----- Resists +6% blight +11% all Max.HP +57.00 HP.reg +1.50 Heal.mod +15% ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the duelist (heal 108; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 4; phase 12; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Duvezilagrim the Lustrespike0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% light +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Withering Orbs =Blind=0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xubeth the steel amulet =5 dex=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +3 Cun +5 Con dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +3% blight Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Fatigue -6% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.mana +20.00 Amulets make your neck look great! |
Charprophet0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +7 Mag +11 Cun +5 Con dps ---------- Mov.spd +10% Dmg.mod +3% fire Res.pen +10% fire On Hit (Melee): * 20% chance to reduce armor by 9% ----- def ----- Fatigue -6% Resists +9% acid +9% fire HP.reg +4.00 ---------- misc Stam/turn +1.10 Amulets make your neck look great! |
Gorefame the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% cold Res.pen +10% nature On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Resists +3% nature Max.HP +23.00 Disarm- +22% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
copper ring of perseverance =21 stun=0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
dwarven-steel battleaxe 'Samuleg' (135% power, 5 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +12 Str +5 Dex +7 Mag +7 Wil +9 Cun +7 Con dps ---------- Phys.crit +10.0% Crit.mult +28.00% Apr +7 ----- def ----- Defense +10 (+4 eff.) Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (154% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
truestriking dwarven-steel greatmaul of massacre (164% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 165% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +9 Massive two-handed mauls. |
balanced steel greatsword (124% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 124% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +34% Massive two-handed swords. |
balanced dwarven-steel greatsword of crippling (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Acc +12 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +38% Massive two-handed swords. |
balanced dwarven-steel greatsword of massacre (161% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +35% Massive two-handed swords. |
truestriking dwarven-steel greatsword (141% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed swords. |
balanced steel longsword of massacre (124% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 124% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +23% Sharp, long, and deadly. |
warbringer's dwarven-steel longsword (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, long, and deadly. |
Gloramilaith the iron waraxe (104% power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Phasing +10% While equipped: dps ---------- Dmg.mod +9% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +7% acid +8% lightning +8% fire +8% cold +2% all Spell.save +6 (+3 eff.) One-handed war axes. |
dwarven-steel waraxe of evisceration (122% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +8 (+3 eff.) One-handed war axes. |
Shantiz the Stormblade (111% power, 20 apr) =20 dex=1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon Reqs Cun 24 Dex 24 [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr) =8 dex=1.0 T3 dagger 1H weapon Reqs Dex 10 [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
warbringer's dwarven-steel dagger (119% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 120% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
creative vined mindstar (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature 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 +7.00% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Gunynik the pouch of dwarven-steel shots (22/50, 148% power, 10 apr)3.0 T3 shot ammo Reqs Dex 24 [Random Unique] Arcane/Master Power 148% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +10 Crit +14.0% Capacity 50 Rld cld 4 Ranged+ +20 acid On Hit.r1 +4 acid On Hit: * 20% chance to reduce armor by 9% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
swashbuckler's steel shield of fire resistance (+18%) (0 def, 4 armour, 107% power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 107% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 While equipped: Stats +3 Str +2 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of the stars (0 def, 6 armour, 134% power, 72.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 134% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 Melee+ +12 light +10 darkness On Hit.r1 +12 fire While equipped: Stats +1 Cun +3 Mag dps ---------- Melee+ 5 fire Dmg.mod +12% light +12% darkness Melee Ret 7 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe of darkness (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +14% darkness ----- def ----- Resists +21% darkness +9% all ---------- misc Mana/turn +0.14 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +52.00 HP.reg +1.50 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's cured leather armour (10 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +4 Defense +10 (+4 eff.) Fatigue +7% Phys.save +7 (+4 eff.) A suit of armour made of leather. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of resilience (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +12% Max.HP +27.00 A suit of armour made of mail. |
steel mail armour of command (9 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +9 (+3 eff.) Fatigue +12% Mind.save +15 (+8 eff.) A suit of armour made of mail. |
Scorpionsever1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Mind.pwr +5 (+2 eff.) Dmg.mod +15% mind Res.pen +5% nature Melee Ret 2 nature ----- def ----- Resists +3% nature Max.HP +31.00 A belt that goes around your waist. |
linen cloak 'Morningwisp' (1 def, 0 armour) =3 light, 3 dex=2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% fire ---------- misc Stam/turn +1.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmbright the pair of hardened leather boots (0 def, 3 armour) =4 dex=2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Wil +10 Lck dps ---------- Res.pen +20% blight Melee Ret 2 nature 8 blight ----- def ----- Armour +3 Resists +5% arcane Spell.save +3 (+1 eff.) Stealth +5 A pair of boots made of leather. |
Earthvice (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +9% nature +6% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Phys.save +3 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Lorolerain the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str +3 Mag dps ---------- Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quenchusher (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 cold Dmg.mod +4% cold On Hit (Melee): * 10% chance to slow global speed by 54% ----- def ----- Armour +1 Resists +9% cold +9% fire +3% temporal Spell.save +9 (+4 eff.) 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. |
Brenazor (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Wil dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 light 6 temporal Ranged+ 12 temporal Dmg.mod +4% light +6% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% light +7% temporal ---------- misc Vim/s.crit +1.00 Max.mana +40.00 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. |
Freezestrider (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +3% acid Res.pen +5% acid Melee Ret 10 mind 4 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Armour +3 Fatigue +3% Resists +15% cold +8% physical Phys.save +10 (+5 eff.) A cap made of leather. |
Dourfear (0 def, 3 armour) =3 dex=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Spell.crit +2% Dmg.mod +3% darkness Res.pen +5% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +3 Fatigue +5% Resists +9% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Uridas the Festercast (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +3 Wil +2 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% nature +6% physical ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Spell.save +9 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
12 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. |
3 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. |
4 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. |
10 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
135 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. |
Cinderraven2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +3% nature +6% cold Max.HP +43.00 Heal.mod +15% Poison- +10% ---------- 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 lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
iron pickaxe 'Getyromiromichik' (dig speed 29 turns) =2 dex=3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.crit +6.0% Phys.pwr +3 (+1 eff.) Mov.spd +10% Dmg.mod +3% mind Res.pen +10% physical ----- def ----- Defense +5 (+2 eff.) ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing dwarven-steel torque of mindblast [power 210] (5/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 235 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Heal for 38. Torques are made by powerful psionics to store psionic powers. |
powerful ash totem of healing [power 176] (5/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown Dmg.mod: + 12% all for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Eliel the Krog Wyrmic level 8
7th Mirth 122nd year of Ascendancy at 21:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Eliel the Krog Wyrmic level 10
9th Flare 122nd year of Ascendancy at 05:59 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Eliel the Krog Wyrmic level 20
55th Dusk 122nd year of Ascendancy at 17:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Eliel the Krog Wyrmic level 8
3rd Flare 122nd year of Ascendancy at 18:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Eliel the Krog Wyrmic level 16
41st Dusk 122nd year of Ascendancy at 08:54 see stats
Log
Yellow jelly's Slime Spit hits Eliel for (50 antimagic), 70 lightning (70 total damage).
Zubemira the gigantic corrosive tunneler uses Implant: Steam Generator.
Zubemira the gigantic corrosive tunneler uses Block.
Eliel uses Ice Claw.
Eliel performs a melee critical strike against Yellow jelly!
Zubemira the gigantic corrosive tunneler wanders around!
Eliel is covered in acid!
Zubemira the gigantic corrosive tunneler's spell attains critical power!
Melee retaliation hits Eliel for 1 mind, 1 mind (3 total damage).
Eliel hits Velyvea the sandworm for 164 cold, 30 physical, 37 fire, 74 cold, 37 fire (343 total damage).
Eliel hits Yellow jelly for 323 cold damage.
Eliel hits Zubemira the gigantic corrosive tunneler for (62 blocked), 39 cold, (21 blocked), 0 physical, (25 blocked), 0 fire, (47 blocked), 0 cold, (25 blocked), 0 fire (39 total damage).
Eliel killed Yellow jelly!
Acid Splash from Zubemira the gigantic corrosive tunneler hits Eliel for (1 antimagic), 0 acid (0 total damage).
Velyvea the sandworm uses Death Dance.
Velyvea the sandworm is covered in acid!
Zubemira the gigantic corrosive tunneler is dazed!
Zubemira the gigantic corrosive tunneler starts to bleed.
Eliel resists the terror!
Eliel starts to bleed.
Velyvea the sandworm hits Zubemira the gigantic corrosive tunneler for (62 blocked), 118 physical (118 total damage).
Velyvea the sandworm hits Eliel for 695 physical damage.
Melee retaliation hits Velyvea the sandworm for 2 mind damage.
Melee retaliation hits Velyvea the sandworm for 2 mind damage.
Zubemira the gigantic corrosive tunneler is confused and fails to use To The Arms.
Acid Splash from Zubemira the gigantic corrosive tunneler hits Eliel for (1 antimagic), 0 acid (0 total damage).
Bleeding from Velyvea the sandworm hits Eliel for 175 physical damage.
Eliel the level 20 krog wyrmic was decapitated to death by Velyvea the sandworm on level 3 of Sandworm lair.
























































































































