Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.1 |
Addons | Items Vault 1.0.1 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Oozemancer |
Level / Exp | 16 / 20% |
Size | medium |
Lifes / Deaths | Killed by orc warrior at level 2 on the 17th Voratun 122nd year of Ascendancy at 03:56 0 / 6Killed by Jorrik the Invoker at level 12 on the 20th Profit 122nd year of Ascendancy at 19:38 Killed by armoured skeleton warrior at level 13 on the 22nd Profit 122nd year of Ascendancy at 07:51 Killed by skeleton warrior at level 15 on the 37th Profit 122nd year of Ascendancy at 14:10 Killed by orc blood mage at level 15 on the 37th Profit 122nd year of Ascendancy at 23:15 Killed by Ce'Nebremille the ghoul at level 16 on the 40th Profit 122nd year of Ascendancy at 20:01 |
Antimagic | Follower |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 21 (base 13) |
Magic | 8 (base 10) |
Willpower | 57 (base 39) |
Cunning | 35 (base 35) |
Resources
Life | -79/376 |
Equilibrium | 28 |
Healing Factor | 1.1 |
Regeneration | 1.815 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 45 |
Accuracy | 36 |
Crit Chance | 14% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 36 |
Crit Chance | 14% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 2.6666666666667 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 45.234694107468 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Physical | +10% |
Fire | +15% |
Light | +10% |
Offense: Damage Penetration
Fire | +10% |
Lightning | +10% |
Defense: Base
Armour (hardiness) | 25.2 (30%) |
Defense | 5.3 |
Ranged Defense | 8.3 |
Fatigue | 15 |
Physical Save | 30.1 |
Spell Save | 36.475 |
Mental Save | 37.6 |
Defense: Resistances
Darkness | + 12%( 70%) |
Lightning | + 6%( 70%) |
Light | + 30%( 70%) |
Temporal | + 8%( 70%) |
Fire | + 6%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 17%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Bleed Resistance | 40% |
Confusion Resistance | 61% |
Instadeath Resistance | 100% |
Poison Resistance | 40% |
Blind Resistance | 40% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: SunUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 45). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 89) for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 140 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Moss | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Ooze | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Mucus | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Mitosis |
talent | Psiblades |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target is stunned, reducing damage by 70%, putting random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
beneficial effect | The target's skin turns to stone, granting 9 armour, 14 physical save and 14 spell save. Dwarven Resilience |
Quests
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Norgos Lair. Escort: lost anorithil (level 2 of Norgos Lair)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Willpower by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Willpower by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. | 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 within | active |
Equipment
On feet | grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 Ranged Defense: +3 Fatigue: +1% Changes resistances: +6% lightning / +5% temporal A pair of boots made of leather. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light, costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 2 It is part of a set of items. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 Spell save: +12 Mental save: +12 A great helm that belonged to Garkul the Devourer, one of the greatest orcs to live. |
On hands | Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Spell save: +4 Mindpower: +4 Mental crit. chance: +1% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | Korand KorandInfused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +12% darkness / +3% temporal Stamina each turn: +0.40 Rings can have magical properties. |
On fingers | psionicist's copper ring of clarity psionicist's copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +11 Confusion immunity: +21% Rings can have magical properties. |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | mitotic vined mindstar of life (5-5.5 power, 35 apr, mind damage) mitotic vined mindstar of life (5-5.5 power, 35 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The set is complete. Base power: 5.0 - 5.5 Uses stats: 67% Wil, 29% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +7 slime / +7 acid blind Burst (radius 2) on crit: +20 acid blind When wielded/worn: Life regen: +0.70 Maximum life: +16.00 Mindpower: +4 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | insulating hardened leather belt of the mind insulating hardened leather belt of the mindCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +5% cold / +6% fire Mindpower: +7 A belt that goes around your waist. |
In off hand | mitotic vined mindstar of life (5-5.5 power, 35 apr, mind damage) mitotic vined mindstar of life (5-5.5 power, 35 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. The set is complete. Base power: 5.0 - 5.5 Uses stats: 67% Wil, 29% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +35 Physical crit. chance: +6.0% Attack speed: 100% Damage when this weapon hits: +7 acid blind / +7 slime Burst (radius 2) on crit: +20 slime When wielded/worn: Life regen: +0.70 Maximum life: +16.00 Mindpower: +4 Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | thick linen cloak of resilience (1 def, 5 armour) thick linen cloak of resilience (1 def, 5 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 Changes resistances: +12% cold Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Cracklejustice (1 def, 2 armour) Cracklejustice (1 def, 2 armour)Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 Fatigue: +6% Damage when the wearer hits(melee): 4 lightning Changes resistances penetration: +10% lightning / +10% fire Changes damage: +15% fire A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion (heal 70)healing infusion (heal 70) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 70 life. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. psychic's heroism infusion (+13 for 8 turns, die at -339)psychic's heroism infusion (+13 for 8 turns, die at -339) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 13 for 8 turns. Also while Heroism is active, you will only die when reaching -339 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower 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 ability. |
This item will automatically be transmogrified when you leave the level. regeneration infusion (heal 182 over 5 turns)regeneration infusion (heal 182 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 182 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. warrior's healing infusion (heal 129)warrior's healing infusion (heal 129) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 129 life. Its effects scale with your Strength 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 ability. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +20% Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. dwarven-steel battleaxe (32.5-48.75 power, 2 apr)dwarven-steel battleaxe (32.5-48.75 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming stralite greatmaul of vileness (53.5-80.25 power, 3 apr)flaming stralite greatmaul of vileness (53.5-80.25 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 5.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 53.5 - 80.3 Uses stat: 120% Str Damage type: Physical Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +11 blight Burst (radius 1) on hit: +18 fire Burst (radius 2) on crit: +6 corrupted blood Massive two-handed maul. |
This item will automatically be transmogrified when you leave the level. yew starstaff (20-24 power, 4 apr, light damage)yew starstaff (20-24 power, 4 apr, light damage) Requires: - Magic 24 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Light Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% light Talent granted: +1 Command Staff Spellpower: +9 Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Zubylaith (3 def, 7 armour) Zubylaith (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 Fatigue: +20% Damage when the wearer is hit: 20 temporal / 12 acid Changes resistances: +12% acid Changes damage: +9% acid A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. dwarven-steel plate armour (5 def, 11 armour)dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 Fatigue: +24% A suit of armour made of metal plates. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. alchemist's lampalchemist's lamp 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
guard's brass lantern of revealing guard's brass lantern of revealingCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 Light radius: +2 See stealth: +5 See invisible: +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 Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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, costing 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), costing 0 power out of 1000/1000. This chest is an extension of Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots of daylight (22/22, 32-38.4 power, 3 apr)barbed pouch of dwarven-steel shots of daylight (22/22, 32-38.4 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.0 - 38.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 22 Special effect when this weapon crits: wounds the target Damage when this weapon hits(ranged): +11 light / +5 bleed Damage against: +5% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. Urthegodig of mindblast [power 177] (6 cooldown)Urthegodig of mindblast [power 177] (6 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes stats: +5 Wil Changes resistances: +5% arcane Spellpower on spell critical (stacks up to 3 times): +6 Defense after a teleport: +10 It can be used to fire a blast of psionic energies in a beam (dam 88-177), placing all other charms into a 6 cooldown. Torques are made by powerful psionics to store psionic powers. |
quartz 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Slim Dwarfy the Dwarf Oozemancer level 12
21st Profit 122nd year of Ascendancy at 02:58 see stats
By Slim Dwarfy the Dwarf Oozemancer level 10
3rd Acquisition 122nd year of Ascendancy at 08:38 see stats
By Slim Dwarfy the Dwarf Oozemancer level 5
19th Voratun 122nd year of Ascendancy at 12:37 see stats
By Slim Dwarfy the Dwarf Oozemancer level 11
10th Profit 122nd year of Ascendancy at 12:55 see stats
By Slim Dwarfy the Dwarf Oozemancer level 14
33rd Profit 122nd year of Ascendancy at 18:54 see stats
Log
Ce'Nebremille the ghoul hits Slim Dwarfy for 26 physical, 90 physical damage (total 115.19).
Infusion: Regeneration is still on cooldown for 1 turns.
Slim Dwarfy uses Acid Splash.
Ce'Nebremille the ghoul uses Dirty Fighting.
Slim Dwarfy hits Ce'Nebremille the ghoul for 50 acid, 5 blight, 5 blight damage (total 57.77).
Ce'Nebremille the ghoul hits Slim Dwarfy for 25 physical, 13 physical damage (total 37.32).
Ce'Nebremille the ghoul shrugs off the effect 'Poisoned'!
Ce'Nebremille the ghoul uses Stun.
Ce'Nebremille the ghoul performs a critical strike!
Slim Dwarfy hits Ce'Nebremille the ghoul for 5 blight, 5 blight damage (total 8.61).
Ce'Nebremille the ghoul hits Slim Dwarfy for 30 physical, 26 physical damage (total 55.06).
Ce'Nebremille the ghoul shrugs off the effect 'Poisoned'!
Ce'Nebremille the ghoul is poisoned!
Slim Dwarfy hits Ce'Nebremille the ghoul for 8 nature damage.
Slim Dwarfy uses Grasping Moss.
Slim Dwarfy's mind surges with critical power!
Bloated ooze misses Ce'Nebremille the ghoul.
Ce'Nebremille the ghoul shrugs off the effect 'Slow movement'!
Ce'Nebremille the ghoul resists!
Slim Dwarfy hits Ce'Nebremille the ghoul for 5 nature damage.
Slim Dwarfy feels pain again.
Slim Dwarfy hits Ce'Nebremille the ghoul for 14 nature damage.
Ce'Nebremille the ghoul uses Skullcracker.
Ce'Nebremille the ghoul performs a critical strike!
Saving done.
Saving done.
Saving game...