











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! | 
| Campaign | Maj'Eyal | 
| Mode | Normal Adventure | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Bulwark | 
| Level / Exp | 19 / 86% | 
| Size | medium | 
| Lifes / Deaths | Killed by Ben Cruthdar, the Cursed at level 7 on the 15th Profit 122nd year of Ascendancy at 07:150 / 6 Killed by Ben Cruthdar, the Cursed at level 7 on the 19th Profit 122nd year of Ascendancy at 13:43 Killed by golem at level 10 on the 6th Wealth 122nd year of Ascendancy at 21:39 Killed by enthralled slave at level 13 on the 24th Dearth 122nd year of Ascendancy at 07:50 Killed by Subject Z at level 14 on the 1st Loss 122nd year of Ascendancy at 05:32 Killed by naga myrmidon at level 19 on the 29th Loss 122nd year of Ascendancy at 21:44 | 
Primary Stats
| Strength | 48 (base 33) | 
| Dexterity | 37 (base 36) | 
| Constitution | 32 (base 27) | 
| Magic | 8 (base 10) | 
| Willpower | 16 (base 10) | 
| Cunning | 11 (base 10) | 
Resources
| Life | -22/762 | 
| Stamina | 139/169 | 
| Healing Factor | 1.4724420161895 | 
| Regeneration | 22.13330872854 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +25% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| See Stealth | 17 | 
| See Invisible | 16 | 
Offense: Mainhand
| Damage | 62 | 
| Accuracy | 39 | 
| Crit Chance | 7% | 
| APR | 14 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 8 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 20 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Blight | +3% | 
| Physical | +3% | 
| All | 0% | 
| Nature | +6% | 
Offense: Damage Penetration
| Lightning | +14% | 
| All | +9% | 
Defense: Base
| Armour (hardiness) | 57.292304923968 (87.807182003187%) | 
| Defense | 35 | 
| Ranged Defense | 35 | 
| Fatigue | 17 | 
| Physical Save | 31 | 
| Spell Save | 47 | 
| Mental Save | 27 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Blight | + 21%( 70%) | 
| Cold | + 38%( 70%) | 
| All | + 7%( 70%) | 
| Lightning | + 13%( 70%) | 
| Light | + 18%( 70%) | 
| Mind | + 10%( 70%) | 
| Darkness | + 26%( 70%) | 
| Fire | + 37%( 70%) | 
| Nature | + 17%( 70%) | 
Defense: Immunities
| Stun Resistance | 0% | 
| Pinning Resistance | 26% | 
| Disarm Resistance | 22% | 
| Silence Resistance | 10% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 70% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 258 life over 5 turns. Its effects scale with your Strength stat. | 
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 496% 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 Constitution stat. | 
| Runes | Effective talent level: 1.0Rune: Blink Use mode: Activated Range: 4 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Constitution stat. | 
Class Talents
| Technique / Combat techniques | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Shield defense | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.50 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
Generic Talents
| Cunning / Survival | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Technique / Conditioning | 1.30 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.30 | 
| 
 | 2/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| You met a novice mage who was tasked to collect an arcane powered artifact.An apprentice task He asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active | 
| You failed to protect the lost defiler from death by dreaming war bear.Escort: lost defiler (level 2 of Heart of the Gloom) | failed | 
| You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair.Escort: repented thief (level 3 of Norgos Lair) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You failed to protect the temporal explorer from death by hornet swarm.Escort: temporal explorer (level 1 of Old Forest) | failed | 
| You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest.Escort: temporal explorer (level 3 of Old Forest) As a reward you improved talent Foresight (+1 level(s)). | done | 
| Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold.From bellow, it devours Maybe 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 treasure It looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done | 
| You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it?Hunt for the legendary Plumpkin! You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active | 
| It is time to explore some new places -- dark, forgotten and dangerous ones.Into the darkness The 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 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 | 
| 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 Fortress With 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 city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 3 lumberjacks have died. | active | 
| You have found a slavers' compound and entered it.Till the Blood Runs Clear You decided you cannot let slavers continue their dirty work and destroyed them! | done | 
Equipment
| On feet |  insulating pair of dwarven-steel boots of speed (0 def, 4 armour) Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +7% fire / +7% cold Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
| Light source |  scorching brass lantern of clarity Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Mental save: +5 (+2 eff.) Light radius: +3 See stealth: +7 See invisible: +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 |  prismatic dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +8% cold / +12% light / +10% darkness Allows you to breathe in: water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  hardened leather gloves 'Urufast' (10 def, 4 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +2 Armour: +4 Defense: +10 (+5 eff.) Damage (Melee): 7 blight Changes stats: +3 Str / +3 Dex Changes resistances: +5% blight Changes damage: +3% blight / +3% physical Stamina each turn: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Xalaith (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 Defense: +15 (+6 eff.) Changes stats: +1 Str / +1 Cun Changes resistances: +11% nature / +3% mind Changes damage: +6% nature Mental save: +6 (+3 eff.) Silence immunity: +10% Life regen: +2.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  psionicist's steel ring of tenacity Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +30% Maximum life: +24.00 Rings make your fingers look great! | 
| On fingers |  warrior's steel ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Rings make your fingers look great! | 
| Around neck |  Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
| In main hand |  stralite waraxe of shearing (34-48 power, 5 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 34.0 - 47.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Changes resistances penetration: +9% all One-handed war axes. | 
| Around waist |  Mighty Girdle Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. | 
| In off hand |  stralite shield of resistance (0 def, 8 armour, 47-56 power, 148.5 block) Requires: - Shield usage training - Strength 35 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Base power: 47.0 - 56.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +148 When wielded/worn: Armour: +8 Fatigue: +8% Changes resistances: +8% acid / +6% fire / +6% lightning / +7% cold Talent granted: +1 Block Handheld deflection devices. | 
| Cloak |  linen cloak 'Stormwing' (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Changes stats: +1 Str Changes resistances: +3% fire / +11% cold Changes resistances penetration: +5% lightning Changes damage: +12% lightning Reduces incoming crit damage: 10.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Str / +2 Con Changes resistances: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Technique / Bloodthirst Life regen: +3.00 Healing mod.: +30% Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. | 
Inventory
|  This item will automatically be transmogrified when you leave the level. wild infusion of the sneak (res 17%; magical; dur 3; cd 15) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  This item will automatically be transmogrified when you leave the level. shatter afflictions rune of the warrior (absorb 68; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 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 68 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  This item will automatically be transmogrified when you leave the level. gold ring of light (+20%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. gold ring of power Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Spellpower: +7 (+7 eff.) Mindpower: +8 (+4 eff.) Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. mule's gold ring of darkness (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -5% Changes resistances: +24% darkness Changes damage: +12% darkness Maximum encumbrance: +26 Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. elemental stralite dagger (31-40 power, 9 apr) Requires: - Dexterity 35 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.0 - 40.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * Create an explosion dealing 15 fire damage (1/turn) When wielded/worn: Changes resistances penetration: +20% fire Changes damage: +10% fire Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. slime-covered stralite dagger of massacre (36-47 power, 9 apr) Requires: - Dexterity 35 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 36.5 - 47.5 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 15% chance to slow global speed by 39% Sharp, short and deadly. | 
|  This item will automatically be transmogrified when you leave the level. acidic stralite greatsword of massacre (64-102 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 63.5 - 101.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed swords. | 
|  This item will automatically be transmogrified when you leave the level. balanced stralite longsword of erosion (34-47 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.5 - 46.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +11 nature When wielded/worn: Accuracy: +5 (+2 eff.) Defense: +7 (+3 eff.) Disarm immunity: +27% Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged stralite longsword of massacre (38-53 power, 5 apr) Requires: - Strength 35 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 38.0 - 53.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 14 Damage (Melee): +10 mind When wielded/worn: Changes stats: +1 Cun / +3 Wil Sharp, long, and deadly. | 
|  This item will automatically be transmogrified when you leave the level. Eye of the Wyrm (16-18 power, 24 apr, physical damage) Requires: - Willpower 45 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 16.0 - 17.6 Uses stats: 50% Wil, 20% Str, 10% Cun Damage type: Physical Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +2.5% Attack speed: 100% Damage conversion: 20% acid / 20% physical / 20% cold / 20% fire / 20% lightning When wielded/worn: Physical crit. chance: +5.0% Physical power: +10 (+3 eff.) Changes resistances: +10% acid / +10% physical / +10% fire / +10% cold / +10% lightning Changes damage: +12% lightning / +12% physical / +12% fire / +12% cold / +12% acid Talent masteries: +0.30 Wild-gift / Venom drake aspect +0.30 Wild-gift / Cold drake aspect +0.30 Wild-gift / Fire drake aspect +0.30 Wild-gift / Storm drake aspect +0.30 Wild-gift / Sand drake aspect Mindpower: +10 (+5 eff.) Mental crit. chance: +5% The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. It can be used to activate talent Fire Breath (costing 30 power out of 30/30) : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 8. Any target caught in the area will take 209.32 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. | 
|  This item will automatically be transmogrified when you leave the level. horrifying pulsing mindstar of balance (12-14 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.5 - 13.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 7 mind / 5 darkness Changes damage: +3% mind / +3% darkness Talent granted: +1 Attune Mindstar Physical save: +3 (+1 eff.) Spell save: +3 (+1 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.10 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% 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. | 
|  This item will automatically be transmogrified when you leave the level. mighty cured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 Damage (Ranged): +7 fire When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +3 Str Changes damage: +8% fire Slings are used to hurl stones or metal shots at your foes. | 
|  This item will automatically be transmogrified when you leave the level. ash vilestaff of warding (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +5 (+2 eff.) Maximum wards: +2 darkness Changes damage: +15% darkness Talents granted: +2 Ward +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. | 
|  This item will automatically be transmogrified when you leave the level. acidic deep-steel trident of massacre (40-65 power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 40.5 - 64.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. balanced blue-steel trident of massacre (30-48 power, 8 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 30.0 - 48.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Defense: +7 (+3 eff.) Disarm immunity: +31% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. balanced deep-steel trident of massacre (32-51 power, 10 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 32.0 - 51.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+4 eff.) Defense: +10 (+5 eff.) Disarm immunity: +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. blue-steel trident (17-27 power, 8 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. blue-steel trident of phasing (18-29 power, 17 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 18.0 - 28.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +17 Crit. chance: +2.0% Attack speed: 100% Damage Shield penetration (this weapon only): +16% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. chilling deep-steel trident (26-42 power, 10 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 26.5 - 42.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. deep-steel trident of erosion (29-46 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.0 - 46.4 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +13 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. deep-steel trident of erosion (28-45 power, 10 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 28.0 - 44.8 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 nature A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. hateful deep-steel trident of the mystic (28-44 power, 10 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +7 darkness Damage against: +9% Living When wielded/worn: Changes stats: +2 Mag / +6 Wil Spellpower: +10 (+10 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. thought-forged deep-steel trident of massacre (38-60 power, 10 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 17% chance to reduce all saves and defense by 14 Damage (Melee): +7 mind When wielded/worn: Changes stats: +5 Cun / +5 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather belt 'Mucusblack' Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Mag Changes resistances: +6% nature / +3% mind / +7% light / +7% darkness Changes resistances penetration: +5% mind Changes damage: +9% nature Mana each turn: +0.33 Maximum mana: +20.00 It can be used to create a temporary shield that absorbs 218 damage Activation puts all charms on cooldown for 30 turns. A belt that goes around your waist. | 
|  This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. naturalist's hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +2 Damage (Melee): 5 nature Changes stats: +3 Dex Changes resistances: +7% nature Changes damage: +6% nature 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. | 
|  This item will automatically be transmogrified when you leave the level. psychic's drakeskin leather gloves of strength (+3) (0 def, 3 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +3 Damage (Melee): 8 mind Changes stats: +3 Str Changes resistances: +5% mind Changes damage: +7% 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. | 
|  This item will automatically be transmogrified when you leave the level. umbral voratun gauntlets of magic (+3) (0 def, 3 armour) Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Fatigue: +5% Damage (Melee): 11 darkness Changes stats: +3 Mag Changes resistances: +6% darkness Changes damage: +5% darkness / +5% arcane 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. | 
|  Poleta the hardened leather cap (0 def, 9 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Changes stats: +2 Str / +2 Dex / +4 Wil / +7 Cun / +3 Con Physical save: +15 (+7 eff.) Mental save: +12 (+6 eff.) Blindness immunity: +10% Disease immunity: +20% Pinning immunity: +10% Only die when reaching: -20.00 life Mindpower: +4 (+2 eff.) A cap made of leather. | 
|  Stokesweep (2 def, 8 armour) Requires: - Heavy armour training - Strength 20 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 6 fire Changes resistances: +7% acid / +44% cold Changes resistances penetration: +10% fire Changes damage: +3% fire Allows you to breathe in: water Critical mult.: +10.00% Mental save: +6 (+3 eff.) Mental crit. chance: +1% A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. hardened leather armour of fire resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+4 eff.) Fatigue: +8% Changes resistances: +20% fire A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. impenetrable stralite plate armour of acid resistance (0 def, 19 armour) Requires: - Massive armour training - Strength 48 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +19% acid A suit of armour made of metal plates. | 
|  This item will automatically be transmogrified when you leave the level. steel plate armour (0 def, 9 armour) Requires: - Massive armour training - Strength 28 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% A suit of armour made of metal plates. | 
|  Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 18.0 - 25.2 Uses stat: 140% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
|  Erurabar the Firebraze (0 def, 4 armour, 20-24 power, 78 block) Requires: - Shield usage training - Strength 16 Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 20.0 - 24.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +78 Damage (Melee): +8 fire / +14 physical When wielded/worn: Armour: +4 Fatigue: +8% Changes stats: +2 Wil Changes resistances: +12% blight / +11% physical Talent granted: +1 Block Maximum life: +80.00 Slows Projectiles: +11% Bonus block near projectiles: +25 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. deadly quiver of elven-wood arrows of wind (20/20, 50-69 power, 14 apr) Requires: - Dexterity 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 49.5 - 69.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +2.5% Capacity: 20 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage Travel speed: +200% Arrows are used with bows to pierce your foes to death. | 
|  5 agate 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  5 aquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  4 opal 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  5 topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul Powered by arcane forces 0.00 Encumbrance. [Legendary] Type: misc / demonic ; tier 3 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. | 
|  2 spinel 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Prox's Lucky Halfling Foot Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. | 
|  This item will automatically be transmogrified when you leave the level. Gwai's Burninator Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 316.00 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. | 
|  Rod of Recall (1/1) Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  This item will automatically be transmogrified when you leave the level. Telekinetic Core Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+6 eff.) Mindpower: +3 (+1 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 38 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. | 
|  This item will automatically be transmogrified when you leave the level. quick elven-wood totem of thorny skin [power 40] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to harden the skin for 7 turns increasing armour by 40 and armour hardiness by 60% Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  This item will automatically be transmogrified when you leave the level. soothing elven-wood totem of healing [power 290] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heal yourself and all friendly characters within 10 spaces for 290 Activation puts all charms on cooldown for 15 turns. When used: * Heal for 38. Natural totems are made by powerful wilders to store nature power. | 
|  3 amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  2 ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  3 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Level 10
			Got a character to level 10.
			Level 10
			Got a character to level 10.By Godm the Dwarf Bulwark level 10
37th Profit 122nd year of Ascendancy at 06:42 see stats
 Squadmate
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate
			Escaped from Reknor alive with your squadmate Norgan.By Godm the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 03:19 see stats
 The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.
			The Right thing to do
			Did the righteous thing in the ring of blood and disposed of the Blood Master.By Godm the Dwarf Bulwark level 13
25th Dearth 122nd year of Ascendancy at 03:11 see stats
 Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.
			Thralless
			Freed at least 30 enthralled slaves in the slavers' compound.By Godm the Dwarf Bulwark level 13
24th Dearth 122nd year of Ascendancy at 09:20 see stats
Log
Bleeding from Godm hits Naga myrmidon for 9 physical damage.
Naga myrmidon uses Stunning Blow.
Naga myrmidon misses Godm.
Godm hits Naga myrmidon for 32 physical, 4 blight, 2 mind (38 total damage).
Godm is not stunned anymore.
Talent Block is ready to use.
Talent Repulsion is ready to use.
Poison from Naga myrmidon hits Godm for 56 nature damage.
Naga myrmidon uses Sunder Armour.
Melee retaliation hits Naga myrmidon for 6 fire damage.
Bleeding from Godm hits Naga myrmidon for 30 physical damage.
Naga myrmidon hits Godm for 84 physical damage.
Godm casts Rune: Blink.
Godm is out of phase.
Talent Shield Slam is ready to use.
Poison from Naga myrmidon hits Godm for 46 nature damage.
Naga myrmidon rushes out!
Godm is dazed!
Melee retaliation hits Naga myrmidon for 5 fire damage.
Naga myrmidon hits Godm for 57 physical damage.
Bleeding from Godm hits Naga myrmidon for 13 physical damage.
Godm activates Shield Wall.
Godm stops being poisoned.
Godm is not dazed anymore.
Melee retaliation hits Naga myrmidon for 5 fire damage.
Naga myrmidon hits Godm for 44 physical damage.
Godm the level 19 dwarf bulwark was squished to death by a naga myrmidon on level 2 of Lake of Nur.


































