











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 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor 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 | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 24 / 21% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 24 on the 12nd Stralite 123rd year of Ascendancy at 21:43 / 2Killed by Grand Corruptor at level 24 on the 12nd Stralite 123rd year of Ascendancy at 22:01 |
Primary Stats
Strength | 54 (base 39) |
Dexterity | 10 (base 12) |
Constitution | 50 (base 42) |
Magic | 10 (base 10) |
Willpower | 27 (base 10) |
Cunning | 33 (base 28) |
Resources
Life | -214/929 |
Stamina | 192/222 |
Healing Factor | 1.2786847857242 |
Regeneration | 6.7275401983676 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 27.712164534463 |
See Invisible | 33.712164534463 |
Offense: Mainhand
Damage | 83 |
Accuracy | 50 |
Crit Chance | 8% |
APR | 45 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 10 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Blight | +5% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 55.723073231957 (96.438666929426%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 36 |
Physical Save | 42 |
Spell Save | 53 |
Mental Save | 44 |
Defense: Resistances
Physical | + 19%( 70%) |
Lightning | + 36%( 70%) |
Nature | + 12%( 70%) |
Fire | + 18%( 70%) |
Cold | + 28%( 70%) |
Arcane | + 14%( 70%) |
Mind | + 19%( 70%) |
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 10% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 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 |
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 grave | active |
You failed to protect the injured seer from death by cold drake. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
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 Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. You have aided Marus of Elvala in creating an elixir of the savior. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +2 Mag +2 Wil +1 Cun defense ------ Armor +7 Resistance +3% nature other ------- Light +3 Infravision +2 See Invisibility +6 A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- 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 Encumbrance T3 head armor [Rare] Master While equipped: Stats +4 Wil offense ------ Critical power +15.00% When Hit 8 mind defense ------ Armor +3 Fatigue +3% Resistance +9% fire +9% cold Mind save +12 (+4 eff.) A cap made of leather. |
On hands | ![]() 1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +6 (+2 eff.) Accuracy +6 (+2 eff.) defense ------ Armor +2 Fatigue +3% Physical save +6 (+2 eff.) Mind save +8 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego++] Master While equipped: Stats +2 Con offense ------ Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+6 eff.) Spell save +10 (+3 eff.) other ------- Max stamina +11.00 Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +2 Str +2 Wil +1 Cun offense ------ Accuracy +7 (+2 eff.) Ignore Armor +11 When Hit 10 mind defense ------ Defense +8 (+7 eff.) Resistance +5% arcane Crit Resistance 15.00% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Stun Resist +21% Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 mace 1H weapon [Ego++] Arcane/Master Weapon Damage 131% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +7 blight On Hit: 20% Epidemic level 3 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Ignore resists +7% all Accuracy +10 (+3 eff.) Ignore Armor +7 defense ------ Disease Resist +14% Blunt and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Ego++] Nature/Master While equipped: Stats +5 Wil +3 Cun +3 Con offense ------ Mindpower +5 (+3 eff.) Against +18% Summoned defense ------ Resist Against +22% Summoned Mind save +8 (+3 eff.) A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T3 shield armor [Ego+] Psionic When used to Attack: Weapon Damage 135% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +85 On-hit +10 physical While equipped: Stats +1 Wil defense ------ Armor +6 Fatigue +8% Resistance +10% mind +11% physical Windwall +25 Slow Projectiles +12% other ------- Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +1 (+2 eff.) Resistance +11% cold Spell save +5 (+1 eff.) Mind 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 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +19% lightning A suit of armour made of metal plates. |
Inventory
![]() 0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: offense ------ Ignore resists +25% nature defense ------ Defense +20 (+13 eff.) Physical save +6 (+2 eff.) Poison Resist +10% Silence Resist +20% Disarm Resist +20% other ------- Masteries +0.22 Technique/Combat techniques Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +6 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Armor +3 Resistance +3% all Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 mace 1H weapon [Rare] Master Weapon Damage 132% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +1 Str +1 Dex +2 Con offense ------ Ignore resists +7% all Accuracy +11 (+3 eff.) Ignore Armor +7 defense ------ Defense +10 (+8 eff.) Resistance +2% physical +3% cold Physical save +9 (+3 eff.) Blunt and deadly. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +7 other ------- Stamina/turn +0.40 Max stamina +20.00 Infravision +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +7% fire +7% cold A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+5 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+5 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+3 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+3 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Eva the Dwarf Bulwark level 9
41st Dearth 122nd year of Ascendancy at 05:04 see stats
By Eva the Dwarf Bulwark level 16
27th Loss 122nd year of Ascendancy at 17:33 see stats
By Eva the Dwarf Bulwark level 18
11st Shortage 122nd year of Ascendancy at 21:27 see stats
By Eva the Dwarf Bulwark level 23
45th Steel 123rd year of Ascendancy at 09:50 see stats
By Eva the Dwarf Bulwark level 10
5th Loss 122nd year of Ascendancy at 01:52 see stats
By Eva the Dwarf Bulwark level 20
10th Iron 123rd year of Ascendancy at 22:50 see stats
By Eva the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 02:07 see stats
By Eva the Dwarf Bulwark level 9
32nd Dearth 122nd year of Ascendancy at 07:52 see stats
By Eva the Dwarf Bulwark level 12
9th Loss 122nd year of Ascendancy at 21:12 see stats
By Eva the Dwarf Bulwark level 19
22nd Shortage 122nd year of Ascendancy at 19:30 see stats
By Eva the Dwarf Bulwark level 15
26th Loss 122nd year of Ascendancy at 03:44 see stats
By Eva the Dwarf Bulwark level 24
12nd Stralite 123rd year of Ascendancy at 21:43 see stats
Log
Grand Corruptor casts Soul Rot.
Talent Daunting Presence is ready to use.
Grand Corruptor's spell attains critical power!
Eva shrugs off Grand Corruptor's 'Weakness Disease'!
Grand Corruptor's Soul Rot hits Eva for 218 blight damage.
Elven mage casts Earthen Missiles.
Elven mage's spell attains critical power!
Grand Corruptor casts Drain.
Grand Corruptor hits Eva for 239 blight damage.
Talent Greater Weapon Focus is ready to use.
Talent Rune: Blink is ready to use.
Grand Corruptor casts Blood Spray.
Eva is afflicted by a decrepitude disease!
Grand Corruptor hits Eva for 189 blight damage.
Eva casts Rune: Blink.
Eva is out of phase.
Talent Shield Wall is ready to use.
Decrepitude Disease from Grand Corruptor hits Eva for 29 blight damage.
Grand Corruptor casts Blood Lock.
Eva is blood locked.
Grand Corruptor casts Blood Grasp.
Eva activates Shield Wall.
The shield around Grand Corruptor crumbles.
Decrepitude Disease from Grand Corruptor hits Eva for 29 blight damage.
Grand Corruptor receives 30 healing from Grand Corruptor's Blood Grasp.
Grand Corruptor's Blood Grasp hits Eva for 139 blight damage.
Eva the level 24 dwarf bulwark was debilitated by noxious blight before falling to death by Grand Corruptor on level 2 of Mark of the Spellblaze.