












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 27 / 91% |
Size | medium |
Lifes / Deaths | Killed by Nerotira the slaver at level 15 on the 14th Wealth 122nd year of Ascendancy at 05:10 0 / 8Killed by The Master at level 26 on the 8th Loss 122nd year of Ascendancy at 00:16 Killed by The Master at level 26 on the 8th Loss 122nd year of Ascendancy at 02:18 Killed by Lord of Skulls (warrior) at level 26 on the 8th Loss 122nd year of Ascendancy at 09:29 Killed by The Master at level 26 on the 8th Loss 122nd year of Ascendancy at 11:19 Killed by ghoulking at level 26 on the 8th Loss 122nd year of Ascendancy at 13:41 Killed by Xerowyn the elven blood mage at level 27 on the 12nd Loss 122nd year of Ascendancy at 18:33 Killed by elven blood mage at level 27 on the 13rd Loss 122nd year of Ascendancy at 00:18 |
Primary Stats
Strength | 52 (base 32) |
Dexterity | 56 (base 45) |
Constitution | 60 (base 39) |
Magic | 18 (base 10) |
Willpower | 19 (base 11) |
Cunning | 28 (base 10) |
Resources
Life | -107/1080 |
Stamina | 33/200 |
Healing Factor | 1.4300507772247 |
Regeneration | 15.346877940023 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 8 |
See Stealth | 5 |
See Invisible | 5 |
Offense: Mainhand
Damage | 71 |
Accuracy | 64 |
Crit Chance | 13% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +31% |
Light | +10% |
Blight | +5% |
Nature | +3% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +10% |
Cold | +40% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 122.08934837382 (91.151787968034%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 31 |
Physical Save | 44 |
Spell Save | 43 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 23%( 70%) |
Light | + 25%( 70%) |
Physical | + 31%( 70%) |
All | + 7%( 70%) |
Nature | + 9%( 70%) |
Defense: Immunities
Confusion Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 240 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 246 damage for 3 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.50 |
| 5/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Technique / Combat veteran | 1.50 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by electric eel. Escort: injured seer (level 2 of Trollmire) | failed |
You failed to protect the lone alchemist from death by Yvynor the elder vampire. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by venom drake hatchling. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Gleda the skeleton warrior. Escort: lost warrior (level 7 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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. | 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! | 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 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 |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Res.pen +20% cold Acc +30 (+7 eff.) Apr +2 ----- def ----- Armour +14 Mind.save +12 (+6 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +8 Resists +3% light +3% nature Crit.chn- 5.00% Disease- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +1.0% Phasing +10% Acc +5 (+1 eff.) ----- def ----- Armour +11 Fatigue +1% Die.at -20.00 life A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +7 Dex +4 Mag +9 Cun +10 Con dps ---------- Dmg.mod +18% darkness Res.pen +10% darkness Acc +7 (+1 eff.) Apr +9 Melee Ret 10 cold ----- def ----- Armour +15 Hardiness +10% Fatigue +3% Resists +6% physical +6% light +7% darkness ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | ![]() 3.0 T3 waraxe 1H weapon [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% nature +3% fire Res.pen +10% physical Apr +1 ----- def ----- HP.reg +0.70 Heal.mod +10% A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 47.5 - 57.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +10 light +11 darkness While equipped: Stats +9 Cun +6 Mag dps ---------- Dmg.mod +10% light +13% darkness ----- def ----- Armour +8 Fatigue +8% Resists +11% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Acc +10 (+2 eff.) Apr +2 ----- def ----- Defense +17 (+8 eff.) Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Master While equipped: ----- def ----- Armour +25 Fatigue +17% Phys.save +6 (+2 eff.) A suit of armour made of metal plates. |
Inventory
![]() 0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +8 Mag +6 Wil dps ---------- Spell.pwr +7 (+4 eff.) Melee+ 15 light Ranged+ 12 light Dmg.mod +13% light Rings make your fingers look great! |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Rare] Nature Power 13.5 - 14.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Mag dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Res.pen +20% blight ----- def ----- Resists +12% blight Heal.mod +19% Heal/summ +22 ---------- misc Light +3 Infravis +3 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. |
![]() 5.0 T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+7 eff.) Dmg.mod +25% blight ----- def ----- Armour +8 Defense +9 (+5 eff.) ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rok McJarf the Dwarf Bulwark level 27
12nd Loss 122nd year of Ascendancy at 07:59 see stats
By Rok McJarf the Dwarf Bulwark level 27
9th Loss 122nd year of Ascendancy at 18:34 see stats
By Rok McJarf the Dwarf Bulwark level 20
26th Dearth 122nd year of Ascendancy at 03:02 see stats
By Rok McJarf the Dwarf Bulwark level 10
29th Profit 122nd year of Ascendancy at 04:41 see stats
By Rok McJarf the Dwarf Bulwark level 20
26th Dearth 122nd year of Ascendancy at 02:01 see stats
By Rok McJarf the Dwarf Bulwark level 6
18th Voratun 122nd year of Ascendancy at 22:38 see stats
By Rok McJarf the Dwarf Bulwark level 11
30th Profit 122nd year of Ascendancy at 19:30 see stats
By Rok McJarf the Dwarf Bulwark level 15
15th Wealth 122nd year of Ascendancy at 17:36 see stats
By Rok McJarf the Dwarf Bulwark level 19
23rd Dearth 122nd year of Ascendancy at 10:20 see stats
By Rok McJarf the Dwarf Bulwark level 15
15th Wealth 122nd year of Ascendancy at 00:02 see stats
By Rok McJarf the Dwarf Bulwark level 24
2nd Loss 122nd year of Ascendancy at 12:56 see stats
By Rok McJarf the Dwarf Bulwark level 17
18th Dearth 122nd year of Ascendancy at 17:44 see stats
By Rok McJarf the Dwarf Bulwark level 27
12nd Loss 122nd year of Ascendancy at 18:34 see stats
By Rok McJarf the Dwarf Bulwark level 26
8th Loss 122nd year of Ascendancy at 18:31 see stats
Log
Today is the 13rd Loss of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Talent Shield Pummel is ready to use.
Elven blood mage has regained its confidence.
Adiriama the elven guard slows down.
Rok McJarf picks up (a.): Starmonster the pulsing mindstar (13-14 power, 32 apr, nature damage).
Talent Block is ready to use.
A shield forms around Adiriama the elven guard.
Talent Last Stand is ready to use.
Adiriama the elven guard's adrenaline surge has come to an end.
Rok McJarf picks up (a.): conjurer's gold ring of luminosity.
Talent Infusion: Healing is ready to use.
Talent Rune: Shielding is ready to use.
Talent Infusion: Regeneration is ready to use.
The shield around Adiriama the elven guard crumbles.
Rok McJarf is disarmed!
Something hits Rok McJarf for 167 acid damage.
Elven blood mage casts Drain.
Elven blood mage hits Rok McJarf for 173 blight damage.
Elven blood mage casts Blood Spray.
Rok McJarf is afflicted by a weakness disease!
Elven blood mage hits Rok McJarf for 148 blight damage.
Rok McJarf the level 27 dwarf bulwark was poxed to death by an elven blood mage on level 1 of Dark crypt.