











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Drem |
| Class | Wyrmic |
| Level / Exp | 19 / 9% |
| Size | big |
| Lifes / Deaths | Killed by Poraleda the drem at level 19 on the 3rd Loss 122nd year of Ascendancy at 05:05 / 1 |
Primary Stats
| Strength | 53 (base 39) |
| Dexterity | 24 (base 10) |
| Constitution | 17 (base 11) |
| Magic | 12 (base 10) |
| Willpower | 59 (base 40) |
| Cunning | 39 (base 10) |
Resources
| Life | -64/903 |
| Equilibrium | 193 |
| Healing Factor | 1.062941519274 |
| Regeneration | 14.836065384346 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 1 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 57 |
| Accuracy | 35 |
| Crit Chance | 12% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 48 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +11% |
| Cold | +6% |
| Lightning | +3% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Light | +10% |
| Cold | +10% |
| Mind | +30% |
| Fire | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24.335093952971 (47.857809501309%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 17 |
| Physical Save | 31 |
| Spell Save | 26 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Lightning | + 28%( 70%) |
| Light | + 22%( 70%) |
| Physical | + 1%( 70%) |
| Mind | + 6%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 10% |
| Pinning Resistance | 20% |
| Poison Resistance | 0% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 276 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fungus | 1.12 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)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 |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within | active |
Equipment
| On feet | Erelitar (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +20% acid defense ------ Armor +3 Fatigue -3% Resistance +3% blight Physical save +11 (+6 eff.) Teleport Resist +20% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Frigidsorrow2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Damage +3% cold Ignore resists +5% mind +10% cold defense ------ Life +40.00 other ------- Light +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. |
| On head | Cyrydavena the iron helm (0 def, 11 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +11 Fatigue +5% Resistance +9% lightning +3% cold +3% fire Life Regen +4.00 Knockbk Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+2 eff.) On-Hit 6 cold Damage +3% cold defense ------ Armor +2 Fatigue +3% Resistance +5% cold Unarmed combat: Weapon Damage 127% Range: 1.0x-1.4x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Hellsstrider the ash totem of healing [power 182] (12/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: Stats +4 Str +1 Dex offense ------ Damage +3% fire Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Cyrotha0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +10 Cun +10 Dex offense ------ Damage +11% light Ignore resists +25% mind Accuracy +14 (+6 eff.) defense ------ Resistance +6% mind +22% light +5% arcane Rings make your fingers look great! |
| On fingers | titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +1.00 Stun Resist +22% Rings make your fingers look great! |
| Around neck | Ce'Nunor0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Defense +5 (+3 eff.) Resistance +3% lightning Unlife -20.00 life Life +80.00 Disarm Resist +10% Pinning Resist +20% other ------- Masteries +0.12 Wild-gift/Fungus Amulets make your neck look great! |
| In main hand | Xanomitta the iron mace (116% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 116% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +1 Str defense ------ Defense +5 (+3 eff.) Spell save +3 (+2 eff.) Unlife -40.00 life Life +100.00 Blunt and deadly. |
| Around waist | Yaridar the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Cun +5 Wil offense ------ Physical Power +2 (+0 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 27 defense ------ Spell save +6 (+3 eff.) other ------- Infravision +1 See Invisibility +3 Size +1 A belt that goes around your waist. |
| In off hand | Cinderrupture the mossy mindstar (75% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +4 mind While equipped: offense ------ Mind Crit +4% Mindpower +2 (+0 eff.) Damage +3% lightning Ignore resists +15% fire When Hit 8 fire defense ------ Life +12.00 Life Regen +0.60 other ------- Max psi +20.00 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. |
| Cloak | Xeryta the Loamnail (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +7 Cun +2 Dex defense ------ Defense +1 (+1 eff.) Resistance +3% nature Mind save +9 (+3 eff.) other ------- Max hate +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Glitterglamour the steel mail armour (7 def, 6 armour)14.0 Encumbrance T2 heavy armor [Random Unique] Master/Psionic While equipped: Stats +7 Wil +8 Cun +2 Con offense ------ Physical Power +10 (+3 eff.) Ignore resists +10% light defense ------ Armor +6 Defense +7 (+4 eff.) Fatigue +12% Resistance +15% lightning Mind save +27 (+9 eff.) A suit of armour made of mail. |
Inventory
healing infusion of the wizard (heal 67; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 67 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 275; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 275 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dagiblek0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Mag +3 Wil offense ------ Ignore resists +15% temporal When Hit 2 temporal defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.04 Amulets make your neck look great! |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+1 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet0.1 Encumbrance T1 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +10% nature +10% blight Poison Resist +20% Disease Resist +20% Amulets make your neck look great! |
stabilizing copper amulet of mastery (0.12 Wild-gift / Venom drake aspect)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% temporal Pinning Resist +20% Knockbk Resist +21% other ------- Masteries +0.12 Wild-gift/Venom drake aspect Amulets make your neck look great! |
Grinuyagar the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Damage +11% nature Ignore resists +10% physical defense ------ Resistance +22% nature other ------- Stamina/turn +2.00 See Invisibility +3 Rings make your fingers look great! |
Rhiroddathad the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Con offense ------ Damage +3% blight Accuracy +15 (+7 eff.) Ignore Armor +1 defense ------ Physical save +7 (+4 eff.) Spell save +8 (+4 eff.) Mind save +6 (+2 eff.) Unlife -80.00 life other ------- Stamina/turn +2.00 Rings make your fingers look great! |
copper ring of frost (+24%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +24% cold Rings make your fingers look great! |
copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +20% Knockbk Resist +22% Rings make your fingers look great! |
copper ring of the mountain (+11%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +11% physical defense ------ Resistance +11% physical Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +7 See Invisibility +6 Rings make your fingers look great! |
rogue's steel ring of fire (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% fire defense ------ Defense +6 (+3 eff.) Resistance +20% fire Rings make your fingers look great! |
Uruchak the steel battleaxe (129% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 129% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Str +2 Wil offense ------ Mindpower +10 (+3 eff.) Damage +10% physical Accuracy +9 (+5 eff.) defense ------ Defense +10 (+5 eff.) Physical save +9 (+5 eff.) Massive two-handed battleaxes. |
Relgyrak the mossy mindstar (72% power, 12 apr, mind damage)3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% On-hit +4 mind While equipped: Stats +2 Wil offense ------ Mind Crit +1% Mindpower +2 (+0 eff.) defense ------ Resistance +6% temporal Physical save +3 (+2 eff.) Spell save +2 (+1 eff.) Mind save +3 (+1 eff.) other ------- EQ when Hit +0.74 Hate-on-crit +1.00 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. |
Serpent's Glare (91% power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 92% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 8 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 204.17 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
gifted mossy mindstar of flames (75% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature Weapon Damage 75% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +4 (+1 eff.) Global Speed +2% On-Hit 6 fire Damage +5% fire Ignore resists +4% fire defense ------ Resistance +5% fire other ------- 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. |
vined mindstar of gales (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego+] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +6% lightning +5% cold +4% physical defense ------ Defense +9 (+5 eff.) Pinning Resist +18% other ------- 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. |
Bokagarain1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +4 Cun +1 Dex defense ------ Armor +2 Fatigue -5% Resistance +3% lightning +9% cold Spell save +9 (+5 eff.) other ------- Encumbrance +25 A belt that goes around your waist. |
Bregylar the Demonmight1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +3% acid Ignore resists +10% darkness When Hit 6 acid defense ------ Fatigue -4% Resistance +3% darkness other ------- Encumbrance +24 A belt that goes around your waist. |
rough leather belt 'Flashparry'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) Ignore resists +5% physical defense ------ Defense +10 (+5 eff.) Resistance +17% fire +3% nature +6% cold Physical save +3 (+2 eff.) A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Flashcrack (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +2 (+0 eff.) defense ------ Defense +1 (+1 eff.) Fatigue -3% Resistance +12% lightning Crit Resistance 10.00% Unlife -20.00 life Life +20.00 Confus Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flashwreath the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Cun +2 Dex offense ------ Damage +6% mind defense ------ Defense +1 (+1 eff.) Resistance +9% lightning other ------- Max hate +2.00 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorpionwar (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% lightning Ignore resists +20% lightning On-Hit (Melee): * 20% chance to slow global speed by 54% defense ------ Defense +8 (+4 eff.) Resistance +6% nature Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+5 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+6 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Tundrapyre the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Str +2 Con offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) Damage +13% fire defense ------ Resistance +11% blight +19% fire +3% cold +9% all Spell save +17 (+9 eff.) Life +40.00 Life Regen +2.30 Healmod +15% other ------- See Invisibility +9 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Uladekath the Scorpionblack (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% acid +6% nature When Hit 4 nature defense ------ Resistance +19% acid +6% fire +3% lightning +7% all Spell save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aruthra (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +5 Dex +5 Lck offense ------ Physical Power +5 (+1 eff.) Spellpower +15 (+11 eff.) defense ------ Armor +3 Stealth +8 Life Regen +4.00 Healmod +13% Silence Resist +23% Confus Resist +22% Stun Resist +27% A pair of boots made of leather. |
Gleamlore (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Cun +1 Str offense ------ Damage +3% light defense ------ Armor +2 Resistance +6% mind other ------- Infravision +1 A pair of boots made of leather. |
Smolderwinnow the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% fire Ignore resists +15% fire When Hit 2 fire defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +14.00 A pair of boots made of leather. |
pair of iron boots 'Chudedil' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +7 Str +1 Mag +2 Con defense ------ Armor +3 Fatigue +2% Resistance +1% physical other ------- Max stamina +10.00 Light +2 See Invisibility +3 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Freezereign' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness +5% cold When Hit 6 cold defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal +3% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Shinequarry' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +6% acid +3% darkness Ignore resists +10% acid When Hit 4 light defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +23 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Scaldkiller' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +1 Dex +5 Wil offense ------ Damage +3% fire defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +12.00 Light +2 A pair of boots made of leather. |
Salissra the Lavadash (20 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +4 Mag offense ------ Damage +3% arcane +9% fire Accuracy +18 (+8 eff.) defense ------ Armor +2 Defense +20 (+10 eff.) Physical save +6 (+3 eff.) Mind save +6 (+2 eff.) Disarm Resist +26% Unarmed combat: Weapon Damage 113% Range: 1.0x-1.1x Uses 40% Cun, 40% Dex, 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% On-hit +9 arcane On-crit, radius 2 +8 arcane On Hit: 10% Perfect Control level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +1 Unarmed combat: Weapon Damage 90% Range: 1.0x-1.1x Uses 40% Dex, 40% Str, 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-hit +4 arcane On-crit, radius 2 +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barahek the Snownigh (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Wil +5 Cun offense ------ Ignore resists +15% cold Ignore Armor +5 defense ------ Armor +1 Fatigue +1% Resistance +6% cold A cap made of leather. |
Belubeth (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Mag +5 Wil +4 Cun offense ------ Mindpower +3 (+1 eff.) Ignore resists +15% blight When Hit 2 acid On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 7 defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +3 A cap made of leather. |
Blackrot (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Con offense ------ Critical power +5.00% Accuracy +15 (+7 eff.) When Hit 2 darkness defense ------ Armor +3 Fatigue +5% Resistance +1% physical other ------- Stamina/turn +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed rough leather cap of strength (+5) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 160.2 Physical damage. If the attack hits, the target is confused (32% effect) for 5 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 cap made of leather. |
grounding iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindwoven linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+0 eff.) Damage +10% fire defense ------ Defense +1 (+1 eff.) Resistance +15% fire other ------- Psi/turn +0.11 A pointy cloth hat, very wizardly... |
impenetrable iron mail armour of lightning resistance (2 def, 9 armour)14.0 Encumbrance T1 heavy armor [Ego] Master While equipped: defense ------ Armor +9 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% lightning A suit of armour made of mail. |
rough leather armour of delving (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Master While equipped: Stats +5 Str defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +11% darkness +6% physical other ------- Light +1 Track: Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Mardedrahir the Thunderburst (0 def, 12 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training [Rare] Master While equipped: Stats +1 Str +4 Dex +2 Mag +1 Wil offense ------ Damage +6% lightning +6% cold defense ------ Armor +12 Fatigue +17% Physical save +6 (+3 eff.) other ------- See Invisibility +9 A suit of armour made of metal plates. |
6 agate0.0 Encumbrance 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. |
161 alchemist agate0.0 Encumbrance 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. |
Dazzlesage the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Cun +3 Str offense ------ Ignore Armor +6 When Hit 2 mind 2 light defense ------ Resistance +3% temporal +9% fire +5% arcane +6% darkness While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.6 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
Alurath the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +1 Cun offense ------ Mind Crit +3% Critical power +5.00% Damage +3% mind other ------- Hate-on-crit +2.00 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(116 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Ulurak the Swampwar2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Mag offense ------ When Hit 11 fire defense ------ Resistance +3% nature +5% fire other ------- Light +3 Infravision +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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +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. |
brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Life +46.00 other ------- Light +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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+3 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
Belinarisus [power 27] (12/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +1 Con defense ------ Crit Resistance 10.00% other ------- Stamina/turn +2.00 Infravision +3 See Invisibility +3 Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind 'Cleanseblight' [power 1] (12/25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% light When Hit 2 nature defense ------ Crit Resistance 15.00% Spell save +6 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging 'Duryyahor' [power 122] (12/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +5 (+3 eff.) Healmod +5% Poison Resist +10% Confus Resist +10% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of stinging [power 122] (12/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing elm totem of healing [power 116] (12/15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
8 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By NoPaste the Drem Wyrmic level 10
23rd Voratun 122nd year of Ascendancy at 20:37 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By NoPaste the Drem Wyrmic level 10
23rd Voratun 122nd year of Ascendancy at 20:39 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By NoPaste the Drem Wyrmic level 19
39th Dearth 122nd year of Ascendancy at 01:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By NoPaste the Drem Wyrmic level 16
8th Dearth 122nd year of Ascendancy at 07:56 see stats
Log
Something hits NoPaste for 86 temporal damage.
Connection to online server lost, trying to reconnect.
NoPaste uses Nature's Touch.
NoPaste gains 2% of a turn from Ancestral Life.
NoPaste receives 110 healing.
Gareyavena the dremling hits NoPaste for 13 fire damage.
Gareyavena the dremling's Beyond the Flesh performs a melee critical strike against NoPaste!
Gareyavena the dremling's spell attains critical power!
NoPaste is free from the hex.
Melee retaliation hits Gareyavena the dremling for 11 cold, 6 fire (18 total damage).
Deep Wound from Gareyavena the dremling hits NoPaste for 42 physical damage.
Gareyavena the dremling hits NoPaste for 10 fire damage.
Burning from Gareyavena the dremling hits NoPaste for 7 fire damage.
Gareyavena the dremling's Beyond the Flesh hits NoPaste for 66 physical, 13 physical (79 total damage).
A shield forms around Gareyavena the dremling.
Gareyavena the dremling uses rough leather belt!
NoPaste resists the banishment!
NoPaste loses sight!
Deep Wound from Gareyavena the dremling hits NoPaste for 42 physical damage.
Burning from Gareyavena the dremling hits NoPaste for 7 fire damage.
NoPaste resists the punch!
Something hits NoPaste for 101 physical damage.
NoPaste is not stunned anymore.
Deep Wound from Gareyavena the dremling hits NoPaste for 42 physical damage.
Burning from Gareyavena the dremling hits NoPaste for 7 fire damage.
NoPaste is hexed!
Something hits NoPaste for 88 temporal damage.
NoPaste the level 19 drem wyrmic was paradoxed to death by Poraleda the drem on level 1 of The Maze.

































































































