















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! 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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Annihilator |
| Level / Exp | 35 / 26% |
| Size | small |
| Lifes / Deaths | Killed by mecharachnid (servant of Grek) at level 19 on the 22nd Haze 122nd year of Ascendancy at 13:08 / 2Killed by Polymithra the elder vampire at level 35 on the 68th Dusk 123rd year of Ascendancy at 06:18 |
Primary Stats
| Strength | 50 (base 17) |
| Dexterity | 80 (base 44) |
| Constitution | 48 (base 14) |
| Magic | 33 (base 11) |
| Willpower | 54 (base 35) |
| Cunning | 99.8 (base 56) |
Resources
| Life | -120/913 |
| Steam | 71/100 |
| Healing Factor | 1.4478383355187 |
| Regeneration | 30.332213129117 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 10 |
| Infravision | 14 |
| See Stealth | 59 |
| See Invisible | 59 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 71 |
| Crit Chance | 53% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 39% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +10% |
| Acid | +36% |
| Light | +16% |
| Nature | +33% |
| Blight | +24% |
| Physical | +16% |
| Fire | +68% |
| All | +4% |
Offense: Damage Penetration
| Darkness | +15% |
| Nature | +20% |
| Cold | +30% |
| Blight | +20% |
| Fire | +30% |
| Mind | +35% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 36 (53.292302510663%) |
| Defense | 53 |
| Ranged Defense | 53 |
| Fatigue | 0 |
| Physical Save | 53 |
| Spell Save | 41 |
| Mental Save | 47 |
Defense: Resistances
| Cold | + 33%( 70%) |
| Lightning | + 38%( 70%) |
| Light | + 39%( 70%) |
| Mind | + 35%( 70%) |
| Blight | + 48%( 70%) |
| Acid | + 31%( 70%) |
| Fire | + 32%( 70%) |
| All | + 24%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Poison Resistance | 75% |
| Blind Resistance | 38% |
| Disarm Resistance | 0% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 15.3 steam per turn. Can be activated for an instant burst of 76 steam. Its effects scale with your Cunning stat. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 113% efficiency and cooldown mod of 57%. |
| Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 138% efficiency and cooldown mod of 58%. |
Class Talents
| Steamtech / Gadgets | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Steamtech / Demolition | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Steamtech / Artillery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Heavy weapons | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Turrets | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Steamtech / Blacksmith | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Engineering | 1.20 |
| 2/5 |
| 5/5 |
| 1/5 |
| 3/5 |
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 |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
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 +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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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's current energy level is: 5. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within7 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 | Aribeth (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical power: +10 (+3 eff.) Armour: +5 Fatigue: -3% Changes stats: +4 Str / +2 Con Changes resistances penetration: +10% mind Changes damage: +12% acid Maximum encumbrance: +23 Physical save: +27 (+8 eff.) Pinning immunity: +20% Knockback immunity: +20% Teleport immunity: +100% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Nimbusvagrant the pouch of voratun shots (23/23, 62-75 power, 6 apr) Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 62.5 - 75.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +17.0% Capacity: 23 On weapon hit: * 20% chance to slow global speed by 59% * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 207 physical damage On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +11 physical Damage (radius 1) on hit: +8 lightning When wielded/worn: Talent granted: +4 Saw Shell Shots are used with slings to pummel your foes to death. |
| Light source | Unlightjam Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +4 Changes stats: +1 Dex Changes resistances penetration: +15% darkness Changes damage: +12% light / +12% physical Critical mult.: +5.00% Mental save: +6 (+2 eff.) Only die when reaching: -20.00 life Light radius: +6 See stealth: +13 See invisible: +7 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 | Vilevalor (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +4% Changes stats: +8 Str / +8 Dex Changes resistances: +6% blight Changes resistances penetration: +20% nature Spell save: +22 (+7 eff.) Life regen: +4.00 Light radius: +1 Infravision radius: +7 Sight radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 347.1 Physical damage. If the attack hits, the target is confused (43% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | drakeskin leather gloves 'Brightbringer' (0 def, 4 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +18 (+5 eff.) Armour: +4 Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 18 Damage when hit (Melee): 8 blight Changes stats: +6 Str Changes resistances: +12% blight Changes resistances penetration: +20% blight / +25% fire Changes damage: +15% fire Talent granted: +5 Voltaic Sentry 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 | Scaldblur the elm totem of healing [power 116] (15/15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +9% acid Changes resistances penetration: +5% fire / +5% cold It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's gold ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +8 Str / +8 Con Blindness immunity: +38% Infravision radius: +4 See stealth: +10 See invisible: +13 Rings make your fingers look great! |
| On fingers | TundrawormPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +11 (+3 eff.) Changes stats: +9 Dex / +8 Mag / +8 Wil / +23 Cun Changes resistances: +12% cold Changes resistances penetration: +10% cold Changes damage: +6% cold / +9% fire Spellpower: +13 (+6 eff.) Mindpower: +9 (+3 eff.) Rings make your fingers look great! |
| Around neck | voratun amulet 'Blazetrial'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +8 Dex / +2 Mag / +2 Cun / +4 Con Changes resistances penetration: +25% mind Physical save: +10 (+3 eff.) Mental save: +6 (+2 eff.) Life regen: +7.00 Maximum life: +47.00 Maximum hate: +4.00 Mindpower: +10 (+3 eff.) Light radius: +3 Amulets make your neck look great! |
| In main hand | stralite steamgun 'Sleetmaim' Requires: - Dexterity 35 - Talent Shoot - Talent Steam Pool Powered by arcane forces Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 4 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Attack speed: 100% Firing range: +9 When this weapon hits: Overgrowth (10% chance level 4). On weapon hit: * shock your foe dealing 39 damage and draining some of their resources Travel speed: +600% Damage Shield penetration (this weapon only): +30% Damage (Ranged): +9 fire Attacks use: 2.0 Steam When wielded/worn: Accuracy: +10 (+3 eff.) Physical crit. chance: +5.0% Changes stats: +3 Wil / +4 Mag Changes resistances penetration: +15% cold Changes damage: +20% fire Life regen: +1.70 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Around waist | rough leather belt of burglary |
| In off hand | Kilnream (0 def, 18 armour, 50-59 power, 172 block)Requires: - Shield usage training - Cunning 35 Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 49.5 - 59.4 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +172 On weapon hit: * 20% chance to slow global speed by 59% Damage (Melee): +8 fire Damage (radius 1) on hit: +20 fire When wielded/worn: Armour: +18 Fatigue: +8% On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) Changes resistances: +14% mind Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Anadunayon the elven-silk cloak (8 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +8 (+3 eff.) Damage when hit (Melee): 8 mind Changes stats: +3 Dex / +8 Mag / +3 Wil / +2 Con Changes resistances: +18% lightning / +20% light / +10% fire Stealth bonus: +9 Spell save: +10 (+3 eff.) Mental save: +15 (+5 eff.) Stun/Freeze immunity: +30% Spell crit. chance: +7% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant silk robe of life (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +7 Con Changes resistances: +13% blight / +13% all Changes damage: +9% nature Poison immunity: +75% Disease immunity: +80% Cut immunity: +50% Life regen: +8.00 Maximum life: +40.00 Healing mod.: +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
copper amulet of perfection (0.12 Steamtech / Artillery,0.12 Steamtech / Engineering)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Talent masteries: +0.12 Steamtech / Artillery +0.12 Steamtech / Engineering Amulets make your neck look great! |
grounding steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
savior's stralite amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Physical save: +14 (+5 eff.) Spell save: +11 (+4 eff.) Mental save: +10 (+4 eff.) Amulets make your neck look great! |
serendipitous gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +10 (+4 eff.) Changes stats: +6 Lck Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
serendipitous gold amulet of constitution (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +7 (+3 eff.) Changes stats: +10 Lck / +5 Con Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
starlit copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
Deepshacker of the BlightspawnPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Effects when hit in melee: * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce damage dealt by 26% Changes stats: +6 Mag / +12 Wil / +7 Cun Changes resistances: +28% lightning / +3% light Changes resistances penetration: +5% temporal Changes damage: +14% lightning / +3% temporal Spellpower: +10 (+5 eff.) Mindpower: +10 (+3 eff.) Light radius: +3 Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +21% Knockback immunity: +21% Maximum life: +22.00 Rings make your fingers look great! |
painweaver's stralite ring of corrosion (+34%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +34% acid Changes damage: +17% acid / +5% all Spellpower: +13 (+6 eff.) Mindpower: +10 (+3 eff.) Rings make your fingers look great! |
warrior's steel ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +6 Changes stats: +3 Str Spellpower: +7 (+3 eff.) Mindpower: +5 (+1 eff.) Rings make your fingers look great! |
voratun waraxe 'Murkstun' (40-56 power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 40.0 - 56.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +20 acid Damage (radius 1) on hit: +20 darkness Damage (radius 2) on crit: +16 nature When wielded/worn: Physical crit. chance: +15.0% Physical power: +12 (+3 eff.) Effects on melee hit: * 20% chance to reduce armor by 28% Damage when hit (Melee): 6 darkness One-handed war axes. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
focusing elven-silk robe of lightning (+22%) (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Mag / +6 Wil Changes resistances: +22% lightning / +15% all Changes damage: +15% lightning Mana each turn: +0.20 Psi each turn: +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Malahir (15 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +15 (+5 eff.) Changes resistances: +3% nature Silence immunity: +20% Disarm immunity: +20% Life regen: +8.00 Maximum life: +20.00 Healing mod.: +13% A pair of boots made of leather. |
Belin (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +3 Physical power: +15 (+4 eff.) Armour: +2 Effects on melee hit: * 10% chance to reduce armor by 28% Changes damage: +6% physical Critical mult.: +5.00% Physical save: +16 (+5 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +31% Stamina each turn: +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Boltreeve (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Dex / +4 Wil Changes resistances: +9% fire / +5% arcane / +6% temporal Changes damage: +9% lightning Mental crit. chance: +1% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hathudragund the Glimmerstun (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +4 Fatigue: +4% Damage when hit (Melee): 4 light / 4 nature Changes stats: +3 Str / +4 Mag / +12 Con Changes resistances: +6% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour 'Isotira' (3 def, 8 armour)Requires: - Heavy armour training - Dexterity 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +3 Str / +3 Mag / +3 Con Changes resistances: +7% physical Physical save: +13 (+4 eff.) Light radius: +1 A suit of armour made of mail. |
4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
74 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Growstreak (dig speed 30 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 59% Changes stats: +1 Str Changes resistances penetration: +10% physical Stamina each turn: +1.00 Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Ce'NathInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Con / +4 Wil Changes resistances: +9% lightning Changes damage: +6% mind Light radius: +3 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Plumpkin PlumpkinPowered by unknown forces 15.00 Encumbrance. [Plot Item] Type: misc / plant ; tier 3 When carried: Changes damage: +2% all Damage against: +20% Immovable It can be used to become the plumpkin Activation costs 100 power out of 100/100. The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
4 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing pain suppressor salve [power 283] amazing pain suppressor salve [power 283]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 No medical injector available, values are indicative only. Activating this item is instant. It can be used to let you fight up to -283 life and reduces all damage by 27% for 7 turns (takes no time to activate) Activation puts Talent Medical Injector on cooldown for 10 turns. Medical salve. |
powerful frost salve [power 17] powerful frost salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (17% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
powerful healing salve [power 233] powerful healing salve [power 233]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. It can be used to heal 233 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 17] powerful water salve [power 17]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (17% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
mastercraft antimagic shellPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Antimagic Shell Tinkers can be attached to normal items to improve them with steam power! |
mastercraft thunder grenadePowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Talent granted: +4 Thunder Grenade Tinkers can be attached to normal items to improve them with steam power! |
powerful air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
Neroba [power 67] (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 32 Changes stats: +2 Str / +2 Wil / +6 Con Changes resistances penetration: +10% arcane Infravision radius: +3 It can be used to setup a psionic shield, reducing all damage taken by 67 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 24% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing voratun torque of psionic shield [power 119] (15/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 5 It can be used to setup a psionic shield, reducing all damage taken by 119 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 56. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Nightmare (Roguelike) difficulty)
Turn into a pirate!By Grek the Halfling Annihilator level 20
23rd Haze 122nd year of Ascendancy at 11:05 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Grek the Halfling Annihilator level 20
23rd Haze 122nd year of Ascendancy at 18:37 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Grek the Halfling Annihilator level 32
2nd Flare 123rd year of Ascendancy at 04:42 see stats
Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
Finish the Plumpkin event.By Grek the Halfling Annihilator level 28
38th Pyre 123rd year of Ascendancy at 03:37 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grek the Halfling Annihilator level 16
70th Dusk 122nd year of Ascendancy at 21:26 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Grek the Halfling Annihilator level 25
3rd Decay 122nd year of Ascendancy at 08:22 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Grek the Halfling Annihilator level 18
4th Haze 122nd year of Ascendancy at 14:09 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Grek the Halfling Annihilator level 33
32nd Dusk 123rd year of Ascendancy at 05:48 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By Grek the Halfling Annihilator level 23
46th Haze 122nd year of Ascendancy at 22:07 see stats
Fool of a Took! (Nightmare (Roguelike) difficulty)
Killed oneself as a halfling.By Grek the Halfling Annihilator level 19
22nd Haze 122nd year of Ascendancy at 13:08 see stats
Got eggs? (Nightmare (Roguelike) difficulty)
Finish the Pikataclysm event.By Grek the Halfling Annihilator level 29
52nd Pyre 123rd year of Ascendancy at 15:06 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 Grek the Halfling Annihilator level 24
71st Haze 122nd year of Ascendancy at 06:14 see stats
Is that how it feels to be an escort quest?! (Nightmare (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Grek the Halfling Annihilator level 30
62nd Pyre 123rd year of Ascendancy at 20:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Grek the Halfling Annihilator level 10
12nd Dusk 122nd year of Ascendancy at 19:32 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Grek the Halfling Annihilator level 20
22nd Haze 122nd year of Ascendancy at 13:24 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Grek the Halfling Annihilator level 30
52nd Pyre 123rd year of Ascendancy at 15:24 see stats
Merry wintertide! (Nightmare (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Grek the Halfling Annihilator level 19
20th Haze 122nd year of Ascendancy at 07:24 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Grek the Halfling Annihilator level 24
48th Haze 122nd year of Ascendancy at 03:22 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Grek the Halfling Annihilator level 27
9th Decay 122nd year of Ascendancy at 17:11 see stats
Sheer Badassery! (Nightmare (Roguelike) difficulty)
Demonstrate your epic badassness to at least 100 foes!By Grek the Halfling Annihilator level 25
3rd Decay 122nd year of Ascendancy at 08:23 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Grek the Halfling Annihilator level 25
2nd Decay 122nd year of Ascendancy at 19:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Grek the Halfling Annihilator level 8
1st Mirth 122nd year of Ascendancy at 21:28 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 Grek the Halfling Annihilator level 31
73rd Pyre 123rd year of Ascendancy at 01:02 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Grek the Halfling Annihilator level 33
30th Dusk 123rd year of Ascendancy at 21:15 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Grek the Halfling Annihilator level 28
13rd Pyre 123rd year of Ascendancy at 09:46 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grek the Halfling Annihilator level 20
23rd Haze 122nd year of Ascendancy at 10:49 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Grek the Halfling Annihilator level 19
22nd Haze 122nd year of Ascendancy at 13:08 see stats
Log
Ghoul receives 27 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits Celia for 0 blight damage.
Ghast receives 83 healing from Ghoulking's purging blight area effect.
Something receives 61 healing from Ghoulking's purging blight area effect.
Static Shield from Grek hits Ghast for 88 lightning, 22 fire, 55 fire (165 total damage).
Ghast receives 41 healing from Ghast's purging blight area effect.
Ghast's purging blight area effect hits Grek for (10 exoskeleton), 10 blight (10 total damage).
Deep Wound from Grek hits Polymithra the elder vampire for (23 flat reduction), 44 physical (44 total damage).
Burning Phosphorous from Grek hits Polymithra the elder vampire for (23 flat reduction), 31 fire (31 total damage).
Bleeding from Grek hits Xerossra the lesser vampire for 22 physical damage.
Bleeding from Grek hits Polymithra the elder vampire for (23 flat reduction), 13 physical (13 total damage).
Betulrabeth the skeleton magus uses Bone Armour.
A shield forms around Betulrabeth the skeleton magus.
Celia casts Invoke Darkness.
Grek tries to evade attacks.
LOW HEALTH WARNING!
Deep Wound from Grek hits Ghoul for 57 physical damage.
Celia hits Grek for (24 exoskeleton), 308 darkness (308 total damage).
Polymithra the elder vampire casts Rune: Acid Wave.
Grek is disarmed!
Ghast is disarmed!
Spikes of Decrepitude hits Medic turret for 38 cold, 45 darkness (83 total damage).
Spikes of Decrepitude hits Grek for (0 exoskeleton), 32 cold, (0 exoskeleton), 40 darkness (72 total damage).
Deep Wound from Grek hits Celia for 58 physical damage.
Grek hits Something for 71 physical damage.
Burning Phosphorous from Grek hits Celia for 48 fire damage.
Bleeding from Grek hits Celia for 31 physical damage.
Polymithra the elder vampire hits Ghast for 94 acid damage.
Polymithra the elder vampire hits Grek for (0 exoskeleton), 108 acid (108 total damage).
Grek the level 35 halfling annihilator was dissolved to death by Polymithra the elder vampire on level 2 of Last Hope Graveyard.



















































































































