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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Bulwark |
Level / Exp | 24 / 48% |
Size | big |
Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 5th Allure 123rd year of Ascendancy at 22:32 / 1 |
Primary Stats
Strength | 75 (base 54) |
Dexterity | 33 (base 22) |
Constitution | 43 (base 38) |
Magic | 12 (base 10) |
Willpower | 20 (base 10) |
Cunning | 17 (base 10) |
Resources
Life | -129/822 |
Stamina | 110/194 |
Healing Factor | 1.3397742564935 |
Regeneration | 8.9330077930561 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 136 |
Accuracy | 52 |
Crit Chance | 15% |
APR | 20 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Acid | +21% |
Light | +10% |
Temporal | +3% |
Physical | +6% |
Arcane | +9% |
Mind | +5% |
Fire | +11% |
Offense: Damage Penetration
Darkness | +15% |
Defense: Base
Armour (hardiness) | 51 (30%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 8 |
Physical Save | 58 |
Spell Save | 53 |
Mental Save | 36 |
Defense: Resistances
Acid | + 19%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 15%( 70%) |
All | + 11%( 70%) |
Darkness | + 17%( 70%) |
Light | + 49%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 31%( 70%) |
Fire | + 58%( 70%) |
Lightning | + 32%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Confusion Resistance | 55% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 21 with a minimum range of 15. |
Class Talents
Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Shield offense | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
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 Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved spell save by +12. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the temporal explorer from death by dire wolf. Escort: temporal explorer (level 2 of Trollmire) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed pouch of faeros ash. * You've found the needed green worm. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Fogbender' (0 def, 3 armour) pair of hardened leather boots 'Fogbender' (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 16% Changes resistances: +3% acid Changes resistances penetration: +5% darkness Changes damage: +21% acid / +9% arcane Stamina each turn: +0.40 Maximum life: +42.00 Movement speed: +10% A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | cashmere wizard hat 'Hathokor' (7 def, 0 armour) cashmere wizard hat 'Hathokor' (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +7 (+3 eff.) Changes stats: +4 Str / +2 Dex / +5 Wil Changes resistances: +5% arcane / +2% physical Critical mult.: +5.00% Physical save: +8 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | dwarven-steel gauntlets 'Yvyba' (10 def, 8 armour) dwarven-steel gauntlets 'Yvyba' (10 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +8 Defense: +10 (+4 eff.) Fatigue: +3% Damage (Melee): 7 mind / 10 temporal Damage (Ranged): 8 temporal Changes stats: +3 Cun / +2 Mag Changes resistances: +5% mind / +5% temporal / +7% light / +7% darkness Changes damage: +5% mind / +3% temporal Physical save: +12 (+3 eff.) Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 30.46 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+3 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 26/35) : Effective talent level: 3.0 Power cost: 18 out of 26/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 42 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | steel ring 'Delodig' steel ring 'Delodig'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Defense: +8 (+3 eff.) Changes stats: +2 Dex / +4 Cun / +1 Con Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+3 eff.) Confusion immunity: +25% Teleport immunity: +10% Rings make your fingers look great! |
On fingers | warrior's steel ring of clarity warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Mental save: +7 (+4 eff.) Confusion immunity: +20% Rings make your fingers look great! |
Around neck | Murktooth MurktoothCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +6% light Changes resistances penetration: +10% darkness Spell save: +3 (+1 eff.) Life regen: +3.00 Maximum life: +20.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% Amulets make your neck look great! |
In main hand | Kilndare (54-75 power, 6 apr) Kilndare (54-75 power, 6 apr)Requires: - Strength 48 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 54.0 - 75.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns When wielded/worn: Armour penetration: +11 Physical crit. chance: +10.0% Changes resistances: +12% fire Critical mult.: +34.00% Spell save: +9 (+3 eff.) Spellpower on spell critical (stacks up to 3 times): +8 Blunt and deadly. |
Around waist | Voruleda the drakeskin leather belt Voruleda the drakeskin leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +9 Defense: +9 (+3 eff.) Effects on melee hit: * 10 arcane resource burn Changes stats: +4 Str / +4 Con Changes resistances: +3% temporal Physical save: +18 (+5 eff.) Spell save: +19 (+6 eff.) Mental save: +13 (+6 eff.) Mindpower: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | crackling dwarven-steel shield of shrapnel (0 def, 6 armour, 31-37 power, 89 block) crackling dwarven-steel shield of shrapnel (0 def, 6 armour, 31-37 power, 89 block)Requires: - Shield usage training - Strength 24 Powered by arcane forces Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 31.5 - 37.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +89 Damage (Melee): +10 lightning When wielded/worn: Armour: +6 Fatigue: +8% Damage when hit (Melee): 6 lightning On shield block: * Cause enemies within radius 6 to bleed for 228 physical damage over 5 turns (1/turn) Changes stats: +2 Dex Changes resistances: +12% lightning / +10% blight Talent granted: +1 Block Handheld deflection devices. It was hardened by the digestive sack. |
Cloak | Mayeriamina the Eclipsewinter (2 def, 0 armour) Mayeriamina the Eclipsewinter (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 42% * 20% chance to reduce damage dealt by 14% Changes resistances: +6% acid / +12% lightning Spell save: +9 (+3 eff.) Maximum life: +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Durefast (19 def, 15 armour) Durefast (19 def, 15 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +15 Defense: +19 (+7 eff.) Fatigue: +8% Damage (Melee): 7 fire Damage (Ranged): 6 fire Damage when hit (Melee): 4 mind Changes resistances: +19% fire / +16% physical Reduces incoming crit damage: 10.00% Spell save: +9 (+3 eff.) Blindness immunity: +20% Pinning immunity: +20% A suit of armour made of leather. |
Inventory
movement infusion of the titan (speed 710%; cd 13) movement infusion of the titan (speed 710%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 710% 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 Constitution 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. |
movement infusion of the titan (speed 538%; cd 14) movement infusion of the titan (speed 538%; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 538% 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 Constitution 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. |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 12; blocks 4; dur 4; cd 13) stormshield rune of the titan (threshold 12; blocks 4; dur 4; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 12 up to 4 times. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper ring 'Velumira' copper ring 'Velumira'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Changes stats: +2 Wil Critical mult.: +10.00% Physical save: +3 (+1 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +24% Mental crit. chance: +1% Rings make your fingers look great! |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. truestriking dwarven-steel battleaxe of enduring (30-45 power, 2 apr)truestriking dwarven-steel battleaxe of enduring (30-45 power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +7 Changes stats: +12 Con / +12 Wil Changes resistances penetration: +12% physical Maximum life: +30.00 Massive two-handed battleaxes. |
plaguebringer's steel greatmaul of massacre (38-57 power, 2 apr) plaguebringer's steel greatmaul of massacre (38-57 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 38.0 - 57.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 2). On weapon hit: * 9% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +10 blight When wielded/worn: Disease immunity: +15% Massive two-handed mauls. |
Corpathus (40-56 power, 12 apr) Corpathus (40-56 power, 12 apr)Requires: - Strength 40 Crafted by a master Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +12 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * grows in power On weapon kill: * grows dramatically in power Damage (Melee): +18 draining blight When wielded/worn: Changes damage: +5% blight Critical mult.: +12.00% Cut immunity: -25% Maximum vim: +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
flaming steel longsword of vileness (16-23 power, 3 apr) flaming steel longsword of vileness (16-23 power, 3 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 16.5 - 23.1 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: * 5% chance to reduce strength, dexterity, and constitution by 7 Damage (Melee): +7 blight Damage (radius 1) on hit: +6 fire Sharp, long, and deadly. |
Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Base power: 25.0 - 35.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
infernal ash vilestaff of might (15-18 power, 3 apr, blight element) infernal ash vilestaff of might (15-18 power, 3 apr, blight element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes damage: +15% blight Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +9 (+8 eff.) Spell crit. chance: +7% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
cashmere cloak (2 def, 0 armour) cashmere cloak (2 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. dreamer's woollen robe (0 def, 0 armour)dreamer's woollen robe (0 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +11% darkness / +12% mind / +9% all Physical save: +12 (+3 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+9 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Rags of the Sanctuary of frost (+15%) (0 def, 0 armour) focusing Rags of the Sanctuary of frost (+15%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +7% all / +15% cold Changes damage: +10% cold Mana each turn: +0.10 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of protection (2 def, 2 armour) mindwoven linen robe of protection (2 def, 2 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Changes resistances: +7% all Physical save: +16 (+4 eff.) Mental save: +15 (+6 eff.) Mindpower: +2 (+1 eff.) Mental crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
miner's pair of iron boots of force (0 def, 5 armour) miner's pair of iron boots of force (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +5 Fatigue: +2% Spellpower: +4 (+4 eff.) Mindpower: +2 (+1 eff.) Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of iron boots of tirelessness (0 def, 5 armour) miner's pair of iron boots of tirelessness (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Stamina each turn: +0.40 Maximum stamina: +11.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shinenail (20 def, 2 armour) Shinenail (20 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +20 (+7 eff.) Damage (Melee): 5 acid Changes stats: +4 Str Changes resistances: +7% acid Changes resistances penetration: +10% light Changes damage: +5% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Str 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. |
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: +1.00 Stamina each turn: +0.60 Maximum stamina: +11.00 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. |
Newly picked up steady hardened leather gloves of butchering (0 def, 2 armour)steady hardened leather gloves of butchering (0 def, 2 armour) Infused by arcane disrupting forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour penetration: +7 Physical power: +6 (+2 eff.) Armour: +2 Changes resistances: +8% blight Physical save: +7 (+2 eff.) Spell save: +11 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +25% 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. |
Olegen (0 def, 4 armour) Olegen (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 2 mind Changes resistances: +11% cold Allows you to breathe in: water Equilibrium when hit: +0.12 Maximum hate: +4.00 Mindpower: +20 (+10 eff.) Mental crit. chance: +6% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Manudar' (0 def, 3 armour) iron helm 'Manudar' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 2 mind Changes resistances: +6% lightning / +6% temporal Changes damage: +9% mind Critical mult.: +10.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
searing steel mail armour of delving (2 def, 6 armour) searing steel mail armour of delving (2 def, 6 armour)Requires: - Heavy armour training - Strength 20 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Damage (Melee): 8 acid / 11 fire Damage when hit (Melee): 9 acid / 9 fire Changes stats: +6 Str Changes resistances: +14% acid / +10% fire / +12% darkness / +7% physical Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water Life regen: +3.60 Maximum life: +40.00 Healing mod.: +10% A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)Requires: - Massive armour training - Strength 26 Infused by nature Crafted by a master 12.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +12 Defense: +4 (+2 eff.) Fatigue: +14% Changes stats: +3 Dex / +3 Wil / +3 Con Changes resistances: +18% cold / +18% darkness / +18% nature Healing mod.: +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
fearforged steel plate armour of command (5 def, 13 armour) fearforged steel plate armour of command (5 def, 13 armour)Requires: - Massive armour training - Strength 28 Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +13 Defense: +5 (+2 eff.) Fatigue: +28% Changes stats: +1 Cun / +5 Con Changes resistances: +5% fire / -12% light / +6% darkness Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +18 (+7 eff.) A suit of armour made of metal plates. |
shocking steel shield of cold resistance (+17%) (0 def, 4 armour, 15-18 power, 43.5 block) shocking steel shield of cold resistance (+17%) (0 def, 4 armour, 15-18 power, 43.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +43 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 lightning Damage when hit (Melee): 5 lightning Changes resistances: +17% cold Talent granted: +1 Block Handheld deflection devices. |
windwalling steel shield of resilience (0 def, 4 armour, 12-14 power, 41.5 block) windwalling steel shield of resilience (0 def, 4 armour, 12-14 power, 41.5 block)Requires: - Shield usage training - Strength 16 Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 12.0 - 14.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +41 Damage (Melee): +11 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +3 Wil Changes resistances: +11% physical Talent granted: +1 Block Maximum life: +50.00 Slows Projectiles: +12% Bonus block near projectiles: +10 Handheld deflection devices. |
5 agate 5 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. |
53 alchemist agate 53 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. |
8 onyx 8 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Light of Revelation Light of RevelationPowered by unknown forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Damage against: +25% Horror Reduced damage from: +25% Horror Light radius: +7 See stealth: +35 See invisible: +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
piercing ash totem of stinging [power 182] (15 cooldown) piercing ash totem of stinging [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to sting an enemy dealing 182 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine 8 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. |
5 citrine 5 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. |
Achievements
By Perazza the Cornac Bulwark level 15
2nd Dusk 122nd year of Ascendancy at 19:40 see stats
By Perazza the Cornac Bulwark level 16
33rd Dusk 122nd year of Ascendancy at 14:44 see stats
By Perazza the Cornac Bulwark level 19
17th Haze 122nd year of Ascendancy at 14:27 see stats
By Perazza the Cornac Bulwark level 22
38th Haze 122nd year of Ascendancy at 02:45 see stats
By Perazza the Cornac Bulwark level 10
7th Mirth 122nd year of Ascendancy at 06:44 see stats
By Perazza the Cornac Bulwark level 20
18th Haze 122nd year of Ascendancy at 21:31 see stats
By Perazza the Cornac Bulwark level 21
22nd Haze 122nd year of Ascendancy at 06:08 see stats
By Perazza the Cornac Bulwark level 13
3rd Summertide 122nd year of Ascendancy at 19:55 see stats
By Perazza the Cornac Bulwark level 9
3rd Mirth 122nd year of Ascendancy at 13:22 see stats
By Perazza the Cornac Bulwark level 21
35th Haze 122nd year of Ascendancy at 10:51 see stats
By Perazza the Cornac Bulwark level 16
3rd Dusk 122nd year of Ascendancy at 21:39 see stats
Log
Something hits Perazza for 45 fire damage.
Perazza is no longer cursed.
Weakness Disease from Grand Corruptor hits Perazza for 43 blight damage.
Lava floor heals Something!
Something hits Perazza for 207 blight damage.
Something receives 119 healing.
Lava floor burns Perazza!
Something hits Perazza for 45 fire damage.
Weakness Disease from Grand Corruptor hits Perazza for 43 blight damage.
Lava floor heals Something!
Something receives 119 healing.
Lava floor burns Perazza!
Something hits Perazza for 45 fire damage.
Talent Assault is ready to use.
Talent Shield Slam is ready to use.
Talent Vitality is ready to use.
Weakness Disease from Grand Corruptor hits Perazza for 43 blight damage.
Lava floor heals Something!
Perazza is free from the weakness disease.
Perazza is afflicted by a weakness disease!
Perazza slows down.
Something hits Perazza for 173 blight damage.
Something hits Something for 119 healing, 60 healing (0 total damage) [180 healing].
Lava floor burns Perazza!
Something hits Perazza for 42 fire damage.
Perazza the level 24 cornac bulwark was blazed to death by Grand Corruptor on level 1 of Fearscape.
You are brought back from the Fearscape!