












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 28 / 12% |
Size | medium |
Lifes / Deaths | Killed by Hemrg the Bringer of Doom at level 22 on the 22nd Dearth 122nd year of Ascendancy at 12:36 / 2Killed by Zuberivea the gigantic corrosive tunneler at level 28 on the 7th Shortage 122nd year of Ascendancy at 17:09 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 11) |
Magic | 99 (base 60) |
Willpower | 23 (base 10) |
Cunning | 59 (base 52) |
Resources
Life | -32/923 |
Mana | 260/380 |
Negative | 2/131 |
Positive | 96/131 |
Healing Factor | 1.2711363549267 |
Regeneration | 9.2157385732186 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
See Stealth | 1.7763568394003E-15 |
Offense: Mainhand
Damage | 30 |
Accuracy | 10 |
Crit Chance | 20% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 57 |
Crit Chance | 21% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +6% |
Arcane | +18% |
Cold | +11% |
All | 0% |
Lightning | +9% |
Light | +21% |
Physical | +9% |
Darkness | +10% |
Mind | +3% |
Nature | +9% |
Offense: Damage Penetration
Blight | +5% |
Arcane | +5% |
Cold | +25% |
Defense: Base
Armour (hardiness) | 26 (48.304188961773%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 54 |
Mental Save | 49 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 27%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 56%( 70%) |
All | + 12%( 70%) |
Darkness | + 16%( 70%) |
Light | + 32%( 70%) |
Temporal | + 15%( 70%) |
Lightning | + 36%( 70%) |
Fire | + 52%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 26% |
Pinning Resistance | 40% |
Disarm Resistance | 28% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 69% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 480 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 514 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 697% 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 Magic stat. |
Class Talents
Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Celestial / Glyphs | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 370/370 damage before it crumbles. Damage Shield |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice wyrm tooth. | 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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Mov.spd +10% Dmg.mod +6% acid +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Fatigue -7% Resists +8% fire +7% cold Phys.save +8 (+2 eff.) Max.HP +42.00 ---------- misc Max.enc +29 Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +45.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +4 Dex dps ---------- Dmg.mod +13% arcane +12% light ----- def ----- Defense +2 (+1 eff.) Resists +5% lightning +3% temporal +23% light +5% fire +5% nature +5% acid +5% blight +5% cold +4% darkness Crit.chn- 15.00% ---------- misc Max.mana +31.00 Light +2 A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +9 Mag +5 Wil dps ---------- Spell.pwr +9 (+3 eff.) Melee+ 4 acid 5 lightning 5 cold 4 arcane 5 fire Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +7% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T3 torque charm [Random Unique] Psionic While equipped: ----- def ----- Armour +2 Max.HP +20.00 Pinning- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Blast the opponent's mind dealing 216 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- S.pwr/crit +6 Melee+ 17 physical Ranged+ 6 physical Res.pen +5% blight +5% arcane Melee Ret 6 blight On Hit (Melee): * 12% chance to reduce all saves and defense by 24 On Hit (Ranged): * 11% chance to reduce all saves and defense by 24 ----- def ----- Resists +12% acid +16% fire +14% lightning +16% cold HP.reg +3.00 Stun/Frz- +26% ---------- misc Vim/s.crit +2.00 Hate/m.crit +2.00 Max.hate +7.00 Cannot be unequipped or rerolled until level 30. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +6% blight +6% fire +5% arcane Phys.save +12 (+4 eff.) Max.HP +64.00 Heal.mod +20% Disarm- +28% Pinning- +20% Knockbk- +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +4 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.12 Max.mana +22.00 Amulets make your neck look great! |
In main hand | ![]() 5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness +9% light +9% nature ----- def ----- Resists +3% nature ---------- misc Light +1 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Mind.pwr +15 (+6 eff.) Apr +2 ----- def ----- Armour +6 Defense +1 (+0 eff.) Max.HP +32.00 ---------- misc Equi/ret +0.20 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +9% lightning +9% physical +11% cold Res.pen +25% cold ----- def ----- Resists +8% lightning +7% cold +6% blight +9% all HP.reg +2.00 Disease- +20% Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 567% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 152 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 17 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% fire Melee Ret 2 light ----- def ----- Resists +12% light +5% arcane Mind.save +6 (+2 eff.) Confus- +11% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil +5 Cun +5 Con dps ---------- Phys.crit +1.0% Mind.pwr +6 (+3 eff.) Dmg.mod +6% physical +10% fire ----- def ----- Armour +2 Resists +20% fire Spell.save +11 (+4 eff.) ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 10 physical Ranged+ 17 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+4 eff.) Max.HP +45.00 HP.reg +6.00 Heal.mod +11% ---------- misc Max.stam +13.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% nature +9% mind Spell.save +6 (+2 eff.) Die.at -20.00 life Max.HP +26.00 Disarm- +25% Confus- +20% Pinning- +24% Knockbk- +28% Rings make your fingers look great! |
![]() 5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 153% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 160 damage over 5 turns and reducing armor and accuracy by 20 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 62 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +10 (+5 eff.) Massive two-handed swords. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +14 cold On Hit.r1 +4 temporal On Hit: * 10% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +20% cold +15% physical +3% arcane +18% temporal Res.pen +12% temporal +29% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mace 1H weapon Reqs Str 24 [Ego+] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +16 cold While equipped: dps ---------- Res.pen +7% all Acc +9 (+9 eff.) Apr +5 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 3 mind 6 darkness Dmg.mod +4% mind +3% darkness ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego] Nature/Disrupt Power 108% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% On Hit: * 14 arcane resource burn While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) ----- def ----- Resists +4% arcane Phys.save +4 (+1 eff.) Spell.save +9 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Master/Psionic/Steamtech Power 131% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 24 On Melee Ret: * 13% chance to reduce all saves and defense by 24 ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Disrupt/Psionic/Steamtech Power 107% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Melee+ +6 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% Resists +13% arcane ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil +3 Mag dps ---------- Dmg.mod +6% darkness Res.pen +5% blight Melee Ret 2 darkness ----- def ----- Resists +6% fire +6% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical Acc +5 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +12% nature Max.HP +31.00 ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +7% acid +9% physical +14% darkness +8% cold +6% fire Res.pen +5% blight Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +11% acid +12% physical +21% darkness +11% cold +11% fire +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.16 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Dmg.mod +12% darkness Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 37% * 10% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +3% acid Stealth +6 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Str +2 Wil +3 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +3% cold Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Melee Ret 2 acid 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +3 ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Apr +5 ----- def ----- Armour +3 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.50 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Dex +3 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Melee+ 5 mind Dmg.mod +5% mind ----- def ----- Armour +2 Fatigue +3% Resists +5% mind 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 18 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +12 (+4 eff.) 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +3 Mag +1 Cun dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Max.hate +6.00 A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Master While equipped: Stats +5 Str +4 Wil +3 Cun dps ---------- Melee Ret 10 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% physical Phys.save +14 (+4 eff.) ---------- misc Light +3 Infravis +3 A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 4.5 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 29.47 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% lightning +11% nature +12% blight A suit of armour made of mail. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 3.5 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 62.82 to 188.47 lightning damage (125.65 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +3 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +14 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Resists +15% fire HP.reg +4.60 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 62 physical damage over 5 turns (1/turn) On Melee Ret: * 12% chance to reduce armor by 37% ----- def ----- Armour +6 Fatigue +8% Resists +10% acid ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Random Unique] Nature/Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +5% acid +23% fire +5% arcane +8% cold +12% mind +7% lightning ---------- misc Infravis +2 See.Invis +21 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T1 shield armor Reqs Shield usage training [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil dps ---------- On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +2 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 128 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +11% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 lightning Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% arcane ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training Str 35 [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +1 Dex +9 Mag +6 Wil +9 Cun dps ---------- Dmg.mod +12% light +15% darkness Melee Ret 11 fire ----- def ----- Armour +8 Fatigue +8% Resists +27% fire +10% light +14% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Dex +1 Mag +2 Cun dps ---------- Mind.crit +3% Dmg.mod +3% lightning ----- def ----- Fatigue -5% ---------- misc See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 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. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 237 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 227 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 totem charm [Ego] Nature Sting an enemy dealing 251 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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
By in yang the Dwarf Anorithil level 22
22nd Dearth 122nd year of Ascendancy at 12:51 see stats
By in yang the Dwarf Anorithil level 14
23rd Profit 122nd year of Ascendancy at 06:12 see stats
By in yang the Dwarf Anorithil level 24
43rd Dearth 122nd year of Ascendancy at 02:47 see stats
By in yang the Dwarf Anorithil level 10
1st Profit 122nd year of Ascendancy at 17:50 see stats
By in yang the Dwarf Anorithil level 20
20th Wealth 122nd year of Ascendancy at 20:18 see stats
By in yang the Dwarf Anorithil level 21
17th Dearth 122nd year of Ascendancy at 17:10 see stats
By in yang the Dwarf Anorithil level 25
16th Loss 122nd year of Ascendancy at 23:29 see stats
By in yang the Dwarf Anorithil level 6
18th Voratun 122nd year of Ascendancy at 12:34 see stats
By in yang the Dwarf Anorithil level 9
31st Voratun 122nd year of Ascendancy at 02:05 see stats
By in yang the Dwarf Anorithil level 14
30th Profit 122nd year of Ascendancy at 09:48 see stats
By in yang the Dwarf Anorithil level 25
45th Dearth 122nd year of Ascendancy at 05:21 see stats
By in yang the Dwarf Anorithil level 19
18th Wealth 122nd year of Ascendancy at 12:17 see stats
By in yang the Dwarf Anorithil level 22
22nd Dearth 122nd year of Ascendancy at 12:36 see stats
Log
Zuberivea the gigantic corrosive tunneler uses Mindlash.
Zuberivea the gigantic corrosive tunneler hits in yang for 202 physical damage.
The protective shield of In yang disappears.
In yang stops regenerating health quickly.
Poison from Yvawe the gigantic gravity worm hits in yang for 68 nature damage.
Imploding (slow) from Zuberivea the gigantic corrosive tunneler hits in yang for 148 physical damage.
Burning from Zuberivea the gigantic corrosive tunneler hits in yang for 136 fire damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Sandworm burrower seems more focused.
Sandworm burrower seems more focused.
Sandworm burrower seems more focused.
In yang casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
In yang is less vulnerable to fire.
Talent Searing Light is ready to use.
Poison from Yvawe the gigantic gravity worm hits in yang for 68 nature damage.
Imploding (slow) from Zuberivea the gigantic corrosive tunneler hits in yang for 148 physical damage.
Burning from Zuberivea the gigantic corrosive tunneler hits in yang for 105 fire damage.
Cyrubeth the carrion worm mass uses Mindlash.
In yang resists the effect 'Off-balance'!
Cyrubeth the carrion worm mass hits in yang for 178 physical damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
In yang shakes off the crushing forces.
Burning from Zuberivea the gigantic corrosive tunneler hits in yang for 63 fire damage.
in yang the level 28 dwarf anorithil was flamed to death by Zuberivea the gigantic corrosive tunneler on level 3 of Sandworm lair.
A shield forms around in yang.