








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Infinite |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Stone Warden |
| Level / Exp | 10 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by orc cryomancer at level 10 on the 27th Voratun 122nd year of Ascendancy at 09:10 / 1 |
Primary Stats
| Strength | 27 (base 22) |
| Dexterity | 10 (base 10) |
| Constitution | 19 (base 10) |
| Magic | 22 (base 22) |
| Willpower | 25 (base 22) |
| Cunning | 12 (base 10) |
Resources
| Life | -8/346 |
| Mana | 179/229 |
| Equilibrium | 30 |
| Healing Factor | 1.1791723257555 |
| Regeneration | 0.29479308143888 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 21 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 21 |
| Crit Chance | 3% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Light | +10% |
| Temporal | +3% |
| Blight | +3% |
| Fire | +4% |
| Darkness | +6% |
Offense: Damage Penetration
| Nature | +15% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 28.551211628464 (73.607947236566%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 41 |
| Physical Save | 26 |
| Spell Save | 19 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 3%( 70%) |
| Nature | + 3%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 5%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 148 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 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
| Spell / Eldritch shield | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Dwarven nature | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Stam/turn +0.30 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Duskpall the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness Res.pen +15% nature Melee Ret 6 light ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm totem of stinging [power 116] (8/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | rogue's gold ring of lightning (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+4 eff.) Resists +20% lightning Rings make your fingers look great! |
| On fingers | Adara the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Dex +1 Mag dps ---------- Spell.pwr +5 (+3 eff.) S.pwr/crit +6 Dmg.mod +3% blight Acc +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Getifast'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+4 eff.) ---------- misc Hate/m.crit +1.00 Light +2 A belt that goes around your waist. |
| In main hand | Islewe (0 def, 2 armour, 10-11 power, 37.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +38 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 1 lightning ----- def ----- Armour +2 Fatigue +8% Resists +3% nature Max.HP +20.00 ---------- misc See.Invis +12 Talents +1 Block Handheld deflection devices. |
| On hands | Ce'Nuldanor the Morningseam (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +5% fire Spell.save +3 (+2 eff.) ---------- misc Light +3 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. |
| In off hand | reinforced iron shield of lightning resistance (+15%) (0 def, 4 armour, 8-10 power, 43 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.0 - 9.6 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +43 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Sootjeer (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Balydor (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +7 Fatigue +22% Resists +16% acid +3% temporal A suit of armour made of metal plates. |
Inventory
flaming steel dagger of massacre (19-25 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane/Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +9 fire Sharp, short and deadly. |
arcing iron greatmaul of massacre (24-35 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 36 damage Massive two-handed mauls. |
hateful iron greatsword of persecution (17-27 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt/Psionic Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 darkness Against +7% Living +7% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
steady ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +15% lightning Acc +8 (+4 eff.) Longbows are used to shoot arrows at your foes. |
blooming mossy mindstar of life (2-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature Power 2.5 - 2.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.60 Heal.mod +10% Heal/summ +11 ---------- 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. |
gifted vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of resolve (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty cured leather sling of fire4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
Shineserpent the iron waraxe (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness +16 fire Against +5% Living On Crit.r2 +4 light While equipped: dps ---------- Melee Ret 4 light ---------- misc Light +1 One-handed war axes. |
linen cloak of battle (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +1 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
Gidatira the Scumdash (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness Crit.chn- 10.00% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Tidemight the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Res.pen +20% cold ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +17% acid +3% mind A suit of armour made of mail. |
Betagatha the Murkcrack (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Res.pen +15% cold On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% HP.reg +2.40 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
iron plate armour (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +7 Fatigue +22% A suit of armour made of metal plates. |
steel shield of cold resistance (+16%) (0 def, 4 armour, 14-16 power, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +16% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield of lightning resistance (+15%) (0 def, 4 armour, 12-15 power, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +15% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
100 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. |
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 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe (dig speed 39 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str 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. |
Layara the iron torque of gale force [power 105] (8/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% ----- def ----- Die.at -80.00 life Blind- +10% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
Yvylaith the elm wand of shielding [power 116] (8/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +12% temporal Stun/Frz- +10% Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By Diggy Diggy Hole the Dwarf Stone Warden level 3
17th Voratun 122nd year of Ascendancy at 20:00 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Diggy Diggy Hole the Dwarf Stone Warden level 8
25th Voratun 122nd year of Ascendancy at 02:45 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Diggy Diggy Hole the Dwarf Stone Warden level 10
27th Voratun 122nd year of Ascendancy at 07:51 see stats
Log
Orc cryomancer's ice storm area effect hits Diggy Diggy Hole for (71 blocked), 0 cold (0 total damage).
Orc cryomancer's ice storm area effect hits Broken golem for 71 cold damage.
Orc cryomancer's ice storm area effect hits Elven archer for 71 cold damage.
Orc cryomancer's ice storm area effect hits Elven guard for 65 cold damage.
Orc cryomancer is free from the stone vine.
Elven guard uses Shield Pummel.
Broken golem resists the shield bash!
Elven guard hits Broken golem for (12 to ice), 17 physical, (15 to ice), 22 physical (39 total damage).
The shield around orc cryomancer crumbles.
Diggy Diggy Hole hits Orc cryomancer for (25 absorbed), 3 physical, 9 lightning, 6 fire, 11 arcane, 17 light, 14 physical, 9 lightning, 6 fire, 11 arcane, 16 light (103 total damage).
Orc cryomancer misses Diggy Diggy Hole.
Diggy Diggy Hole is encased in ice!
Diggy Diggy Hole resists the wave!
Orc cryomancer's ice storm area effect hits Diggy Diggy Hole for (26 flat reduction), 45 cold (45 total damage).
Orc cryomancer's ice storm area effect hits Broken golem for (28 to ice), 43 cold (43 total damage).
Orc cryomancer's ice storm area effect hits Elven guard for 65 cold damage.
Orc cryomancer's cold repulsion area effect hits Diggy Diggy Hole for (26 flat reduction), (1 to ice), 2 cold, (10 to ice), 15 physical (17 total damage).
Elven guard hits Broken golem for (10 to ice), 15 physical (15 total damage).
Diggy Diggy Hole hits Iceblock for 2 physical, 11 lightning, 8 fire, 14 arcane, 2 physical, 11 lightning, 8 fire, 14 arcane (66 total damage).
Melee retaliation hits Iceblock for 2 lightning, 10 arcane, 3 darkness, 8 light, 2 lightning, 10 arcane, 3 darkness, 8 light (42 total damage).
Orc cryomancer casts Freeze.
Diggy Diggy Hole resists!
Orc cryomancer hits Diggy Diggy Hole for (26 flat reduction), (95 to ice), 142 cold (142 total damage).
Elven guard is encased in ice!
Orc cryomancer's ice storm area effect hits Diggy Diggy Hole for (26 flat reduction), (27 to ice), 40 cold (40 total damage).
Orc cryomancer's ice storm area effect hits Broken golem for (28 to ice), 43 cold (43 total damage).
Orc cryomancer's ice storm area effect hits Elven guard for 65 cold damage.
Diggy Diggy Hole the level 10 dwarf stone warden was cooled to death by an orc cryomancer on level 7 of Infinite Dungeon.














































































