










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Adventurer Mastery 1.7.2Changes the mastery of the Adventurer's talents to 1.3 and gives it 1 more category point, 2 extra talents points and 2 extra generics. Now, there are quite a few addons that do similar things, however they tend to overwrite the adventurer birth data, making them incompatible with other changes to the class. This addon should be compatible with either : Slightly More Adventurous : - https://te4.org/games/addons/tome/adven_addon - allows adventurer to use talents from classes that don't spawn on randbosses - still checks race/class compatibility so stonewarden talents are only for dwarf and undead cant get wilder talents Much More Adventurous : - temporarily incompatible (use previous version of this addon instead) - https://te4.org/games/addons/tome/every_tree - allows the adventurer to use every talents, including monster only and debug talent trees. - tends to have issues with classes from other addons due to the way it loads their data. Improved Adventurer : - https://te4.org/games/addons/tome/Improved_Adventurer - my own adventurer skill addon. - allows the adventurer to use talents from every race and class, including locked ones and those normaly incompatible with your character. - use this one if you use addons that add new classes/races and want their talents on an adventurer Note : use only one of those three. They are not compatible with eachother Possessor Bonus Class 1.7.4Donators/Buyers bonus! Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. 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:
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 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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 | Male |
Race | Halfling |
Class | Archmage |
Level / Exp | 31 / 90% |
Size | medium |
Lifes / Deaths | Killed by 3-headed hydra at level 31 on the 62nd Regrowth 123rd year of Ascendancy at 10:26 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 23 (base 10) |
Constitution | 11 (base 10) |
Magic | 76 (base 60) |
Willpower | 73 (base 60) |
Cunning | 25 (base 15) |
Resources
Life | -59/613 |
Mana | 77/705 |
Healing Factor | 1.0097162075846 |
Regeneration | 4.2912938822345 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 6 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 28 |
Accuracy | 38 |
Crit Chance | 12% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 10% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +14% |
Blight | +3% |
Arcane | +21% |
Cold | +25% |
All | 0% |
Lightning | +105% |
Temporal | +6% |
Physical | +26% |
Darkness | +27% |
Nature | +27% |
Offense: Damage Penetration
Lightning | +65% |
Temporal | +30% |
Fire | +60% |
Arcane | +70% |
Cold | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 23 (57.69962066283%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 44 |
Mental Save | 33 |
Defense: Resistances
Acid | + 38%( 70%) |
Physical | + 24%( 70%) |
Cold | + 66%( 70%) |
All | + 21%( 70%) |
Lightning | + 70%( 70%) |
Light | + 26%( 70%) |
Mind | + 28%( 70%) |
Fire | + 32%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 23% |
Pinning Resistance | 27% |
Disarm Resistance | 31% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 74 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Class Talents
Spell / Temporal | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Ce'Nylaith the storm drake hatchling. Escort: lost warrior (level 2 of Daikara) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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: * You've found the needed bloated horror heart. * You've found the needed faerlhing fang. * You've found the needed ice ant stinger. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. * You've found the needed warg claw. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within9 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! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +25% fire Melee Ret 4 lightning ----- def ----- Armour +4 Fatigue +3% Resists +11% fire +18% nature +19% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +6% arcane +3% blight ----- def ----- Resists +12% nature ---------- 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 T5 head armor [Rare] Nature While equipped: Stats +3 Cun +7 Dex dps ---------- Dmg.mod +16% lightning ----- def ----- Defense +3 (+1 eff.) Resists +24% lightning +4% physical ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +5 (+2 eff.) Resists +6% light Phys.save +9 (+4 eff.) Die.at -40.00 life Max.HP +80.00 Silence- +20% ---------- misc Wards +3 fire +3 cold +3 arcane +3 nature Talents +1 Ward Reveal the area around you, dispelling darkness (radius 10, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +6% temporal +13% cold Res.pen +5% temporal On Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +26% cold Max.HP +30.00 Disarm- +31% Pinning- +27% Knockbk- +23% Def/telep +5 Res/telep +5% Dur/telep +5% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% lightning +12% cold +27% nature Res.pen +10% cold +10% arcane +10% fire ----- def ----- Resists +32% lightning +12% cold Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego+] Nature/Master While equipped: Stats +2 Str +3 Dex +3 Wil +4 Cun dps ---------- Phys.pwr +4 (+4 eff.) ----- def ----- Phys.save +12 (+6 eff.) Spell.save +19 (+6 eff.) Mind.save +11 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +15% arcane +20% physical Res.pen +15% lightning +35% arcane ----- def ----- Armour +7 Hardiness +6% Phys.save +6 (+3 eff.) ---------- misc Max.mana +80.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning +27% darkness Res.pen +25% lightning Melee Ret 6 darkness ----- def ----- Armour +2 Resists +7% lightning +9% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +38% lightning +6% physical +14% acid Acc +20 (+7 eff.) ----- def ----- Armour +10 Resists +57% lightning +21% acid +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +15% lightning Acc +18 (+6 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Crit.chn- 15.00% Max.HP +46.00 ---------- misc Stam/turn +3.00 Max.stam +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +19% lightning +3% fire Crit.chn- 15.00% HP.reg +4.00 Stun/Frz- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 515 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 480 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 117 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +10% Cut- +40% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 184 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +11 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +11 (+5 eff.) ---------- misc Mana/turn +0.13 Max.mana +23.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +1 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +12% light +14% darkness Blind- +23% ---------- misc Mana/turn +0.23 Max.mana +33.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +9% blight Acc +8 (+3 eff.) Melee Ret 8 blight ----- def ----- Resists +6% blight +3% cold +15% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% physical Apr +4 ----- def ----- Resists +5% arcane +18% cold Die.at -80.00 life HP.reg +4.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Str +1 Con dps ---------- Crit.mult +15.00% Dmg.mod +13% cold Res.pen +10% mind Apr +3 ----- def ----- Resists +26% cold ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.67 cold and 21.85 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Fatigue -5% Resists +22% lightning ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Wil +2 Mag dps ---------- Mind.crit +1% Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +9 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Psi/ret +0.04 Hate/m.crit +3.00 Max.psi +10.00 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 17.5 - 22.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +13 Con +10 Wil dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Resists +12% mind Crit.chn- 15.00% Mind.save +6 (+3 eff.) Max.HP +70.00 ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 See.Invis +6 Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +4 nature On Hit: * 20 arcane resource burn While equipped: Stats +8 Con +8 Wil dps ---------- Melee Ret 10 nature ----- def ----- Resists +3% blight Crit.chn- 10.00% Max.HP +50.00 HP.reg +4.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T1 longsword 1H weapon Reqs Str 11 [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +4 Mag +5 Wil +4 Cun +4 Con dps ---------- Res.pen +15% acid ----- def ----- Resists +6% fire Phys.save +12 (+6 eff.) Spell.save +6 (+2 eff.) Heal.mod +20% Silence- +20% Sharp, long, and deadly. |
![]() 5.0 T1 staff 2H weapon [Rare] Arcane Power 14.0 - 16.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +6 (+2 eff.) Dmg.mod +12% lightning +14% fire +6% darkness Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +9% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Resists +8% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+3 eff.) Resists +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +13% lightning +6% temporal +3% light +3% acid Blind- +20% Cut- +20% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- S.pwr/crit +4 Dmg.mod +6% nature +12% arcane Res.pen +10% arcane +25% lightning ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +6% nature +22% cold ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +4 Mag +3 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +1 (+1 eff.) Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego++] Arcane/Nature While equipped: Stats +1 Mag +2 Wil dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Spell.save +6 (+2 eff.) Max.HP +40.00 ---------- misc Max.mana +42.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +8% blight +11% darkness +12% mind +9% all Phys.save +11 (+5 eff.) Spell.save +11 (+3 eff.) Mind.save +23 (+10 eff.) Max.HP +41.00 HP.reg +2.30 Heal.mod +11% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Con dps ---------- Spell.pwr +6 (+2 eff.) Res.pen +5% acid ----- def ----- Armour +11 Resists +6% darkness Phys.save +18 (+9 eff.) Mind.save +15 (+7 eff.) Die.at -20.00 life Disease- +10% Silence- +20% Teleport- +10% ---------- misc Stam/turn +0.60 Max.stam +21.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Psionic While equipped: Stats +4 Dex +3 Wil +3 Cun +3 Con dps ---------- Crit.mult +10.00% Mind.pwr +9 (+3 eff.) Res.pen +6% physical Melee Ret 4 cold ----- def ----- Armour +1 Crit.chn- 10.00% ---------- misc Equi/ret +0.04 Blindside: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 7 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +10% darkness +13% temporal ----- def ----- Armour +3 Resists +16% darkness +13% temporal Silence- +22% Confus- +26% Stun/Frz- +25% Def/telep +16 Res/telep +12% Dur/telep +11% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+6 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +8 Str +12 Dex +5 Cun +11 Con dps ---------- Crit.mult +10.00% Dmg.mod +9% physical ----- def ----- Armour +4 Defense +25 (+8 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% arcane Res.pen +15% blight Melee Ret 4 arcane ----- def ----- Armour +3 Fatigue +5% Resists +7% cold ---------- misc Mana/s.crit +1.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str +5 Cun +1 Con dps ---------- Dmg.mod +5% nature +6% fire ----- def ----- Resists +10% nature +9% fire ---------- misc See.Invis +15 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Mag ----- def ----- Resists +6% acid Die.at -80.00 life Silence- +10% Disarm- +10% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 224 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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 Kekke the Halfling Archmage level 19
72nd Dusk 122nd year of Ascendancy at 09:45 see stats
By Kekke the Halfling Archmage level 15
29th Dusk 122nd year of Ascendancy at 08:39 see stats
By Kekke the Halfling Archmage level 21
15th Haze 122nd year of Ascendancy at 22:15 see stats
By Kekke the Halfling Archmage level 20
13rd Haze 122nd year of Ascendancy at 16:57 see stats
By Kekke the Halfling Archmage level 29
35th Regrowth 123rd year of Ascendancy at 12:59 see stats
By Kekke the Halfling Archmage level 29
34th Regrowth 123rd year of Ascendancy at 14:58 see stats
By Kekke the Halfling Archmage level 10
7th Flare 122nd year of Ascendancy at 16:18 see stats
By Kekke the Halfling Archmage level 20
78th Dusk 122nd year of Ascendancy at 21:07 see stats
By Kekke the Halfling Archmage level 30
55th Regrowth 123rd year of Ascendancy at 11:25 see stats
By Kekke the Halfling Archmage level 2
74th Pyre 122nd year of Ascendancy at 15:23 see stats
By Kekke the Halfling Archmage level 21
14th Haze 122nd year of Ascendancy at 23:33 see stats
By Kekke the Halfling Archmage level 9
4th Mirth 122nd year of Ascendancy at 12:23 see stats
By Kekke the Halfling Archmage level 28
25th Regrowth 123rd year of Ascendancy at 07:36 see stats
By Kekke the Halfling Archmage level 18
70th Dusk 122nd year of Ascendancy at 05:30 see stats
Log
Beluvea the black bear is free from the ice.
Adewe the ice wyrm casts Pulverizing Auger.
Kekke evades War hound.
Adewe the ice wyrm hits Kekke for (53 to ice), 80 physical (80 total damage).
Kekke stops regenerating health quickly.
Kekke is free from the ice.
Talent Temporal Shield is ready to use.
Kekke starts to bleed.
War hound is encased in ice!
Kekke shrugs off the effect 'Dazzled'!
Thorn Grab from Beluvea the black bear hits Kekke for (12 to ice), 17 nature (17 total damage).
Poison from 3-headed hydra hits Kekke for (17 to ice), 25 nature (25 total damage).
Phantasmal Shield hits Beluvea the black bear for 79 light damage.
Phantasmal Shield hits War hound for (59 to ice), 88 light (88 total damage).
Phantasmal Shield hits Kekke for 109 light damage.
Rimebark's ice area effect hits Beluvea the black bear for 0 cold damage.
Rimebark's ice area effect hits War hound for 0 cold damage.
Rimebark's ice area effect hits Kekke for 47 cold damage.
Rimebark's ice area effect hits Elder vampire for 27 cold damage.
Beluvea the black bear summons a Ritch Flamespitter!
Beluvea the black bear's mind surges with critical power!
Adewe the ice wyrm uses Metalstar.
Rimebark's ice area effect hits Beluvea the black bear for 0 cold damage.
Rimebark's ice area effect hits War hound for (47 to ice), 71 cold (71 total damage).
Rimebark's ice area effect hits Ritch flamespitter for 80 cold damage.
Bleeding from Beluvea the black bear hits Kekke for (29 ignored), 0 physical (0 total damage).
Thorn Grab from Beluvea the black bear hits Kekke for (23 ignored), 0 nature (0 total damage).
Poison from 3-headed hydra hits Kekke for 42 nature damage.
Kekke the level 31 halfling archmage was splurged to death by a 3-headed hydra on level 2 of Haryharakan.