
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 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 | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 26 / 76% |
| Size | huge |
| Lifes / Deaths | Killed by Ce'Natira the elven cultist at level 26 on the 8th Dusk 123rd year of Ascendancy at 16:37 / 1 |
Primary Stats
| Strength | 139 (base 55) |
| Dexterity | 31 (base 32) |
| Constitution | 44 (base 33) |
| Magic | 12 (base 10) |
| Willpower | 11 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -408/1171 |
| Stamina | 75/178 |
| Healing Factor | 1.145500746552 |
| Regeneration | 8.7831807857865 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 236 |
| Accuracy | 52 |
| Crit Chance | 12% |
| APR | 16 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +18% |
| Darkness | +20% |
| Cold | +20% |
| Fire | +20% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +25% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 59.317011280366 (72.903125182002%) |
| Defense | 32 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 56 |
| Spell Save | 32 |
| Mental Save | 17 |
Defense: Resistances
| Lightning | + 21%( 70%) |
| Cold | + 16%( 70%) |
| Darkness | + 28%( 70%) |
| Blight | + 13%( 70%) |
| Physical | + 28%( 70%) |
| Fire | + 66%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Stun Resistance | 0% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 21% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -350 life. The duration and life will increase by 1% for every 1% life you have lost (currently 822 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 1014% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 404 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| 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 883 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | 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 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 157. | active |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed wretchling eyeball. * You've found the needed green worm. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed sandworm tooth. | active |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | dreamer's pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +5 (+3 eff.) Fatigue +3% Phys.save +7 (+2 eff.) Spell.save +5 (+3 eff.) Mind.save +7 (+5 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 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 26% chance to evade melee and ranged attacks and 19 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 +43.00 ---------- misc Light +6 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 | dwarven-steel helm 'Glimmerbender' (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +6% mind ----- def ----- Armour +6 Fatigue +4% Phys.save +13 (+4 eff.) Die.at -80.00 life HP.reg +4.00 ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Ruthless Grip (0 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.72 mind and 14.40 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 2.65 mind and 3.00 darkness damage per turn and increases cooldowns by 23%. Haunted: Causes the target to suffer 5.03 mind and 5.69 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
| Tool | Getyrefast [power 218] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Cun +3 Con ----- def ----- Die.at -80.00 life ---------- misc Equi/ret +0.24 Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (257 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
| On fingers | rogue's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Cun dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +13 (+7 eff.) 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! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Khulmanar's Wrath (70-105 power, 8 apr) =vault=3.0 T5 battleaxe 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +8.0% Atk.spd 100% Melee+ +50 fire Dmg.conv 20% fire While equipped: dps ---------- Dmg.mod +20% fire Res.pen +25% fire ----- def ----- Resists +20% fire The wearer is treated as a demon. Infernal Breath: Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a spell Description: Exhale a wave of dark fire with radius 6. Any non demon caught in the area will take 257.41 fire damage, and flames will be left dealing a further 60.18 each turn. Demons will be healed for the same amount. The damage will increase with your Strength Stat. Blackened with soot and covered in spikes, this battleaxe roars with the flames of the Fearscape. Given by Urh'Rok himself to his general, this powerful weapon can burn even the most resilient of foes. This item has been sent to the Item's Vault. |
| Around waist | rough leather belt 'Zanodrarig'1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Resists +12% lightning +7% fire +7% cold Max.HP +80.00 Disease- +20% A belt that goes around your waist. |
| In off hand | Blackfire Aegis (8 def, 18 armour, 57-68 power, 235 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Arcane When used to Attack: Power 57.0 - 68.4 Stunning fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +7.0% Block +235 Dmg.conv 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Melee Ret 24 darkness 24 fire ----- def ----- Armour +18 Defense +8 (+4 eff.) Rng.Def +12 (+5 eff.) Fatigue +25% Resists +20% darkness +35% fire ---------- misc Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
| Cloak | Bikhad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Crit.chn- 15.00% Die.at -20.00 life Max.HP +92.00 Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Tempesttooth (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +15 Str dps ---------- Dmg.mod +18% lightning Res.pen +20% lightning ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +39.00 A suit of armour made of mail. |
Inventory
The Far-Hand =teleport=0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (120). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Venombreaker the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Acc +10 (+4 eff.) Apr +1 On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +6 Resists +15% lightning +6% nature Stun/Frz- +30% Amulets make your neck look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Pusmortal the stralite greatmaul (58-88 power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Nature Power 58.5 - 87.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +16 arcane On Crit.r2 +42 acid +24 nature While equipped: Stats +4 Cun dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +12% mind Res.pen +20% acid +34% nature +20% mind Apr +16 On Hit (Melee): * 20% chance to slow global speed by 46% ---------- misc Psi/ret +0.08 Max.hate +4.00 Massive two-handed mauls. |
Unstoppable Mauler (48-72 power, 15 apr)5.0 T3 greatmaul 2H weapon [Unique] Master Power 48.0 - 72.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +15 Crit +3.0% Atk.spd 100% On Hit: 15% Sunder Armour 3 While equipped: dps ---------- Acc +20 (+7 eff.) ----- def ----- Pinning- +100% Knockbk- +100% Fearless Cleave: Level 3.0 Pwr.cost 18 out of 18/18. Range melee/personal Travel.spd instantaneous Description: Take a step toward your foes then use the momentum to cleave all creatures adjacent to you for 131% weapon damage. A huge greatmaul of incredible weight. Wielding it, you feel utterly unstoppable. |
dwarven-steel greatmaul 'Bethaba' (52-79 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 52.5 - 78.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +14.0% Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Phys.save +15 (+4 eff.) Mind.save +9 (+6 eff.) Silence- +20% Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
Relgiharagund (36-50 power, 5 apr) =?!=3.0 T4 longsword 1H weapon [Rare] Arcane Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +12 physical On Crit: * Splash the target with acid dealing 48 damage over 5 turns and reducing armor and accuracy by 6 While equipped: Stats +11 Con dps ---------- Phys.crit +3.0% Res.pen +20% blight Acc +10 (+4 eff.) ----- def ----- Resists +9% blight Die.at -60.00 life Sharp, long, and deadly. |
flaming stralite waraxe of massacre (40-55 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +11 fire One-handed war axes. |
Unlighthack the cashmere cloak (2 def, 0 armour) =necro=2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness +6% physical Res.pen +5% blight Melee Ret 4 arcane ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness +1% physical Phys.save +5 (+1 eff.) Mind.save +7 (+5 eff.) Die.at -50.00 life ---------- misc Max.vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour) =alchemist=2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 48.65 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
murderer's cashmere cloak of implacability (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +3 ----- def ----- Defense +2 (+1 eff.) Phys.save +7 (+2 eff.) Mind.save +8 (+5 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
reinforced pair of hardened leather boots of void walking (0 def, 7 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: dps ---------- Res.pen +14% darkness +13% temporal ----- def ----- Armour +7 Resists +8% acid +17% temporal +13% darkness +9% fire +8% cold +8% lightning Def/telep +16 Res/telep +12% Dur/telep +16% A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 382.68 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Ererig (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +7 Con dps ---------- Spell.crit +4% Res.pen +25% mind +20% arcane ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +20% Resists +6% fire -12% light +9% darkness Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 A suit of armour made of mail. |
enlightening stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +4% Phys.save +10 (+3 eff.) Mind.save +16 (+9 eff.) A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 12 acid 20 fire Melee Ret 11 acid 11 fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +20% acid +15% fire A suit of armour made of mail. |
steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +31.00 A suit of armour made of mail. |
Nightpride the reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +3 Dex +5 Wil dps ---------- Dmg.mod +21% darkness ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +25% acid +12% darkness ---------- misc Light +3 Infravis +2 A suit of armour made of leather. |
Manehad the steel plate armour (0 def, 17 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +17 Fatigue +22% Resists +6% fire +12% mind +7% physical Phys.save +14 (+4 eff.) Die.at -60.00 life Knockbk- +20% A suit of armour made of metal plates. |
searing iron plate armour of delving (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego++] Arcane/Master While equipped: Stats +5 Str dps ---------- Melee+ 9 acid 10 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +7 Fatigue +22% Resists +10% acid +10% fire +11% darkness +6% physical ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd 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 metal plates. |
stralite plate armour 'Stokedare' (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Con dps ---------- Dmg.mod +21% fire Res.pen +5% arcane +20% fire ----- def ----- Armour +13 Fatigue +35% Resists +19% lightning -13% light +14% fire +8% mind +8% darkness Phys.save +8 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +21 (+12 eff.) A suit of armour made of metal plates. |
coruscating dwarven-steel shield of shrapnel (0 def, 6 armour, 26-32 power, 81 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 26.5 - 31.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +81 Melee+ +10 fire While equipped: Stats +3 Str dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 272 physical damage over 5 turns (1/turn) Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +11% fire ---------- misc Talents +1 Block Handheld deflection devices. |
flaming stralite shield of cold resistance (+18%) (0 def, 8 armour, 44-53 power, 141.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +142 On Hit.r1 +13 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +8 Fatigue +8% Resists +18% cold ---------- misc Talents +1 Block Handheld deflection devices. |
icy stralite shield of patience (0 def, 8 armour, 47-56 power, 144 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Nature When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 While equipped: dps ---------- Melee+ 10 cold Melee Ret 11 ice ----- def ----- Armour +8 Fatigue +8% Resists +10% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (171) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. 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. |
98 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+5 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+5 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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 of quickening (dig speed 29 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 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. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 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. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Entropy (1/1) =anti-heal=2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
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. |
Blindmaim [power 446] (15 cooldown) =necro=2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% arcane +9% darkness Melee Ret 8 darkness ----- def ----- Resists +5% arcane +6% darkness Disease- +15% Sting an enemy dealing 446 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. It was changed by the digestive sack. |
10 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 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Jacob the Ogre Bulwark level 21
47th Regrowth 123rd year of Ascendancy at 17:51 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jacob the Ogre Bulwark level 23
5th Pyre 123rd year of Ascendancy at 09:19 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jacob the Ogre Bulwark level 18
4th Allure 123rd year of Ascendancy at 23:35 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Jacob the Ogre Bulwark level 20
8th Allure 123rd year of Ascendancy at 06:28 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jacob the Ogre Bulwark level 10
7th Dusk 122nd year of Ascendancy at 13:46 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jacob the Ogre Bulwark level 20
6th Allure 123rd year of Ascendancy at 17:28 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Jacob the Ogre Bulwark level 21
44th Regrowth 123rd year of Ascendancy at 17:49 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Jacob the Ogre Bulwark level 24
8th Mirth 123rd year of Ascendancy at 01:33 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jacob the Ogre Bulwark level 11
19th Dusk 122nd year of Ascendancy at 14:20 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Jacob the Ogre Bulwark level 20
8th Allure 123rd year of Ascendancy at 03:40 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Jacob the Ogre Bulwark level 24
5th Mirth 123rd year of Ascendancy at 23:52 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Jacob the Ogre Bulwark level 11
21st Dusk 122nd year of Ascendancy at 18:52 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jacob the Ogre Bulwark level 24
5th Mirth 123rd year of Ascendancy at 02:49 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jacob the Ogre Bulwark level 26
5th Dusk 123rd year of Ascendancy at 15:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jacob the Ogre Bulwark level 20
6th Allure 123rd year of Ascendancy at 22:18 see stats
You were not supposed to see that! (Nightmare (Roguelike) difficulty)
Read a Forbidden Tome.By Jacob the Ogre Bulwark level 20
34th Regrowth 123rd year of Ascendancy at 18:30 see stats
Log
Melee retaliation hits Armoured skeleton warrior for 24 fire, 23 darkness (47 total damage).
Armoured skeleton warrior hits Jacob for 43 physical, 7 acid (50 total damage).
Ce'Natira the elven cultist casts Timeless.
Ce'Natira the elven cultist stops burning.
Jacob stops regenerating health quickly.
Dire Plague from Ce'Natira the elven cultist hits Jacob for 56 darkness damage.
Rotting Disease from Ce'Natira the elven cultist hits Jacob for 107 blight damage.
Ce'Natira the elven cultist uses torque!
Jacob uses Shield Pummel.
Armoured skeleton warrior is on fire!
Jacob performs a melee critical strike against Armoured skeleton warrior!
Armoured skeleton warrior is stunned!
Melee retaliation hits Jacob for 1 fire, 1 fire (1 total damage).
Jacob hits Armoured skeleton warrior for 4 fire, 4 darkness, 4 fire, 4 darkness (15 total damage).
Jacob hits Armoured skeleton warrior for (88 absorbed), 0 darkness, (47 absorbed), 0 fire, (9 absorbed), 0 cold, (9 absorbed), 0 darkness, (4 absorbed), 0 fire, (4 absorbed), 0 darkness, (154 absorbed), 0 darkness, (82 absorbed), 0 fire, (9 absorbed), 0 cold, (9 absorbed), 0 darkness, (4 absorbed), 0 fire, (4 absorbed), 0 darkness (0 total damage).
Jacob hits Something for (3 flat reduction), 0 fire, (2 flat reduction), 0 darkness, (3 flat reduction), 0 fire, (2 flat reduction), 0 darkness (0 total damage).
Jacob loses sight!
Something hits Jacob for 276 darkness damage.
Jacob's armor corrodes!
Jacob resists the knockback!
Something hits Jacob for 48 physical, 7 acid, 15 physical, 12 acid, 15 physical, 12 acid (109 total damage).
Something hits Jacob for 24 physical, 4 blight, 1 fire (29 total damage).
Jacob is afflicted by a weakness disease!
Something hits Jacob for 327 blight damage.
Dire Plague rips out a piece of Jacob soul!
Dire Plague from Ce'Natira the elven cultist hits Jacob for 157 darkness, 146 darkness (303 total damage).
Weakness Disease from Ce'Natira the elven cultist hits Jacob for 39 blight damage.
Rotting Disease from Ce'Natira the elven cultist hits Jacob for 131 blight damage.
Jacob the level 26 ogre bulwark was fouled to death by Ce'Natira the elven cultist on level 5 of Dark crypt.





































































































