












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 29 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 29 on the 7th Voratun 123rd year of Ascendancy at 11:07 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 74 (base 49) |
| Dexterity | 55 (base 39) |
| Constitution | 49 (base 37) |
| Magic | 8 (base 10) |
| Willpower | 22 (base 11) |
| Cunning | 17 (base 10) |
Resources
| Life | -256/1157 |
| Stamina | 113/214 |
| Equilibrium | 0 |
| Healing Factor | 1.3932873839944 |
| Regeneration | 11.494620917954 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 19.500146650446 |
| See Invisible | 19.500146650446 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 62 |
| Crit Chance | 18% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 2.6666666666667 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Mind | +9% |
| Physical | +8% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +15% |
| Darkness | +25% |
| Physical | +11% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 56.883307766991 (86.151787968034%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 24 |
| Physical Save | 64 |
| Spell Save | 43 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 22%( 70%) |
| Mind | + 16%( 70%) |
| All | + 3%( 70%) |
| Lightning | + 33%( 70%) |
| Temporal | + 38%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 20%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 30% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 31% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 669% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 mental effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by giant venus flytrap. Escort: lost warrior (level 3 of Trollmire) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | Shadeknave the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+1 eff.) Ignore resists +25% darkness +11% physical On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +5 Fatigue +4% Resistance +22% lightning +21% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Saloseba the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +10 Dex +3 Con offense ------ Damage +6% acid defense ------ Defense +5 (+2 eff.) Resistance +7% blight Life Regen +1.00 other ------- Light +4 Infravision +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+3 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+4 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 14 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Galekill [power 266] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: offense ------ Mind Crit +3% Critical power +10.00% Ignore resists +15% lightning defense ------ Resistance +3% mind Mind save +6 (+2 eff.) other ------- Psi when Hit +0.24 Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Tulinik the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +2 Wil +2 Cun defense ------ Resistance +12% acid Crit Resistance 15.00% Life +54.00 Life Regen +7.00 Healmod +12% Rings make your fingers look great! |
| Around neck | Shiverbender0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +6% cold When Hit 8 cold defense ------ Resistance +10% mind +3% nature Physical save +6 (+2 eff.) Unlife -80.00 life Confus Resist +21% Amulets make your neck look great! |
| In main hand | dwarven-steel longsword of crippling (26-36 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Master Weapon Damage 26.0 - 36.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Sharp, long, and deadly. |
| Around waist | Balendur1.0 Encumbrance T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Physical Crit +3.0% Physical Power +10 (+3 eff.) Damage +9% mind On-Hit (Melee): * 20% chance to slow global speed by 46% defense ------ Mind save +8 (+3 eff.) Life +44.00 other ------- Stamina/turn +3.00 A belt that goes around your waist. |
| In off hand | voratun shield 'Karoddaragrim' (0 def, 10 armour, 67-80 power, 254.5 block)7.0 Encumbrance T5 shield armor [Random Unique] Nature/Disrupt/Master When used to Attack: Weapon Damage 67.0 - 80.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +254 While equipped: Stats +6 Str +3 Dex offense ------ Accuracy +14 (+3 eff.) When Hit: * 23% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +10 Fatigue +8% Resistance +19% arcane +15% temporal other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Yvimira the Dourfist (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Cun +3 Con offense ------ Mindpower +15 (+7 eff.) Ignore resists +20% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +2 (+1 eff.) Resistance +9% darkness other ------- EQ when Hit +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite mail armour 'Duathelwasp' (4 def, 15 armour)14.0 Encumbrance T4 heavy armor [Random Unique] Disrupt/Master While equipped: offense ------ Ignore resists +20% fire On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +15 Defense +4 (+2 eff.) Fatigue +7% Resistance +9% lightning +6% darkness +11% blight +17% fire +15% nature Physical save +7 (+2 eff.) A suit of armour made of mail. |
Inventory
Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, acid)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 5 darkness, 3 cold, 5 mind, 3 acid Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (238.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 238.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 30 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 189 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 166 strength, based on Magic) for 5 turns. Uses 21 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
gold ring of pilfering0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+2 eff.) Ignore Armor +10 defense ------ Defense +9 (+4 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring 'Boruleg'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +4 Wil +4 Cun offense ------ Physical Power +15 (+4 eff.) Mindpower +5 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +8 defense ------ Defense +7 (+3 eff.) Physical save +9 (+2 eff.) Spell save +8 (+3 eff.) other ------- Max stamina +10.00 Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.0 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 96% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Swordbreaker (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+6 eff.) Physical save +15 (+4 eff.) Disarm Resist +50% other ------- 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. |
elemental dwarven-steel mace of massacre (36-51 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Arcane/Master Weapon Damage 36.5 - 51.1 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) While equipped: offense ------ Damage +16% acid Ignore resists +11% acid Blunt and deadly. |
Bloomsoul (8-8 power, 13 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 18 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Penitence (15-18 power, 4 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +15 (+4 eff.) defense ------ Resistance +30% blight +30% lightning Affinity +20% lightning Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 2 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
bloodlich's yew magestaff of channeling (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag +2 Cun +3 Con offense ------ Spell Crit +3% Critical power +14.00% Spellpower +20 (+5 eff.) Damage +20% cold other ------- Mana/turn +0.18 Negative/turn +0.20 Vim-on-crit +5.00 Max vim +25.00 Max negative +28.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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. |
Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+7 eff.) other ------- 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. |
Cuthidas (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +5 Dex offense ------ On-Hit (Melee): * 10% chance to reduce armor by 7% defense ------ Defense +2 (+1 eff.) Resistance +6% acid +2% physical Disarm Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uritobers the Hailbiter (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +15% cold Ignore resists +15% physical Accuracy +5 (+1 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) Resistance +3% lightning +12% fire +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping kruk cloak (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Master While equipped: defense ------ Defense +6 (+3 eff.) Physical save +7 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +8% acid +15% physical +10% fire +12% cold defense ------ Resistance +13% acid +13% physical +12% fire +11% cold +11% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets 'Belywen' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Cun +2 Con offense ------ Mind Crit +2% On-Hit (Melee): * 20% chance to reduce all saves and defense by 20 defense ------ Armor +2 Fatigue +3% Resistance +3% cold +3% mind +9% temporal Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling 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. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.02 to 87.07 lightning damage (58.05 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eilinikira the drakeskin leather cap (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +1 Str +13 Dex +3 Wil offense ------ When Hit 2 mind defense ------ Armor +5 Fatigue +5% Resistance +16% darkness Crit Resistance 5.00% other ------- Stamina when Hit +2.80 EQ when Hit +2.20 Light +3 Infravision +6 A cap made of leather. |
bladed dwarven-steel helm of precognition (6 def, 4 armour)3.0 Encumbrance T3 head armor [Ego++] Nature/Master While equipped: Stats +4 Cun +5 Str offense ------ Accuracy +9 (+2 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +4% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 275.9 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of might (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 Encumbrance T2 heavy armor [Unique] Arcane While equipped: Stats +2 Str +2 Con defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% acid +10% fire +10% darkness +10% blight Life Regen +3.00 Healmod +30% other ------- Masteries +0.10 Technique/Bloodthirst 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. |
impenetrable dwarven-steel mail armour of lightning resistance (3 def, 19 armour)14.0 Encumbrance T3 heavy armor [Ego] Master While equipped: defense ------ Armor +19 Defense +3 (+1 eff.) Fatigue +12% Resistance +15% lightning A suit of armour made of mail. |
Isenn the stralite plate armour (25 def, 17 armour)17.0 Encumbrance T4 massive armor [Rare] Master While equipped: offense ------ Physical Power +20 (+5 eff.) Ignore resists +25% acid defense ------ Armor +17 Defense +25 (+10 eff.) Fatigue +22% Resistance +6% acid +8% physical Physical save +15 (+4 eff.) A suit of armour made of metal plates. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 Encumbrance T2 massive armor [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con defense ------ Armor +12 Defense +4 (+2 eff.) Fatigue +14% Resistance +18% cold +18% darkness +18% nature Healmod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 10-12 power, 24 block)7.0 Encumbrance T1 shield armor [Normal] When used to Attack: Weapon Damage 10.0 - 12.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +24 While equipped: defense ------ Armor +2 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
scouring dwarven-steel shield of resistance (0 def, 6 armour, 29-34 power, 84.5 block)7.0 Encumbrance T3 shield armor [Ego++] Nature/Disrupt When used to Attack: Weapon Damage 29.0 - 34.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +84 While equipped: Stats +4 Con offense ------ On-Hit 8 acid 9 nature On-Hit (Melee): * 5 arcane resource burn When Hit: * 7 arcane resource burn defense ------ Armor +6 Fatigue +8% Resistance +14% acid +8% fire +7% cold +7% nature +7% lightning other ------- Talents +1 Block Handheld deflection devices. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+2 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Singefear2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Dex +3 Wil offense ------ Mind Crit +2% Mindpower +5 (+2 eff.) Damage +6% mind +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
yew totem of stinging 'Nightidol' [power 284] (13 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +4 Mag +4 Cun +1 Con offense ------ When Hit 8 darkness defense ------ Resistance +18% darkness Sting an enemy dealing 284 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Stuntedgrowth the Dwarf Bulwark level 27
3rd Gold 123rd year of Ascendancy at 14:35 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Stuntedgrowth the Dwarf Bulwark level 8
25th Voratun 122nd year of Ascendancy at 07:37 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Stuntedgrowth the Dwarf Bulwark level 21
8th Dearth 122nd year of Ascendancy at 09:29 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Stuntedgrowth the Dwarf Bulwark level 18
22nd Wealth 122nd year of Ascendancy at 08:18 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Stuntedgrowth the Dwarf Bulwark level 28
28th Gold 123rd year of Ascendancy at 02:42 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Stuntedgrowth the Dwarf Bulwark level 29
10th Stralite 123rd year of Ascendancy at 04:44 see stats
Level 10 (Roguelike)
Got a character to level 10.By Stuntedgrowth the Dwarf Bulwark level 10
5th Profit 122nd year of Ascendancy at 03:47 see stats
Level 20 (Roguelike)
Got a character to level 20.By Stuntedgrowth the Dwarf Bulwark level 20
4th Dearth 122nd year of Ascendancy at 13:59 see stats
Savior of the damsels in distress (Roguelike)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Stuntedgrowth the Dwarf Bulwark level 26
27th Steel 123rd year of Ascendancy at 02:32 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Stuntedgrowth the Dwarf Bulwark level 17
18th Wealth 122nd year of Ascendancy at 07:15 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Stuntedgrowth the Dwarf Bulwark level 5
19th Voratun 122nd year of Ascendancy at 02:42 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Stuntedgrowth the Dwarf Bulwark level 8
1st Profit 122nd year of Ascendancy at 11:04 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Stuntedgrowth the Dwarf Bulwark level 20
7th Dearth 122nd year of Ascendancy at 07:00 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Stuntedgrowth the Dwarf Bulwark level 24
10th Steel 123rd year of Ascendancy at 00:54 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Stuntedgrowth the Dwarf Bulwark level 22
35th Dearth 122nd year of Ascendancy at 03:03 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Stuntedgrowth the Dwarf Bulwark level 21
9th Dearth 122nd year of Ascendancy at 14:50 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Stuntedgrowth the Dwarf Bulwark level 24
9th Steel 123rd year of Ascendancy at 05:14 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Stuntedgrowth the Dwarf Bulwark level 26
38th Steel 123rd year of Ascendancy at 21:00 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Stuntedgrowth the Dwarf Bulwark level 18
22nd Wealth 122nd year of Ascendancy at 08:42 see stats
Log
Rime Wraith from Orc necromancer hits Stuntedgrowth for 184 cold damage.
Minotaur receives 46 healing from Rime Wraith from Orc necromancer.
Zubyrilaith the lesser vampire receives 43 healing from Rime Wraith from Orc necromancer.
Fire drake hatchling hits Stuntedgrowth for 27 physical damage.
Cyriba the crimson ooze summons a Ritch Flamespitter!
Stuntedgrowth becomes more vulnerable to fire.
Zubyrilaith the lesser vampire misses Stuntedgrowth.
Zubyrilaith the lesser vampire hits Stuntedgrowth for 12 physical, 3 blight (16 total damage).
Melee retaliation hits Zubyrilaith the lesser vampire for 2 cold damage.
Stuntedgrowth hits Zubyrilaith the lesser vampire for (26 parried), 133 physical (133 total damage).
Cyriba the crimson ooze shrugs off the effect 'Hoarfrost'!
Stuntedgrowth is recovering from the damage!
Fire drake hatchling misses Stuntedgrowth.
Melee retaliation hits Fire drake hatchling for 6 cold damage.
Fire drake hatchling hits Stuntedgrowth for 8 physical damage.
Orc necromancer hits Stuntedgrowth for 130 cold damage.
Ritch flamespitter receives 42 healing from Rime Wraith from Orc necromancer.
Cyriba the crimson ooze receives 53 healing from Rime Wraith from Orc necromancer.
Fire drake hatchling receives 45 healing from Rime Wraith from Orc necromancer.
Rime Wraith from Orc necromancer hits Stuntedgrowth for 153 cold, 153 cold (306 total damage).
Stuntedgrowth is no longer attuned.
Stuntedgrowth is not stunned anymore.
Stuntedgrowth has recovered!
Talent Block is ready to use.
Orc necromancer casts Black Ice.
Orc necromancer roars triumphantly.
Stuntedgrowth attunes to the damage.
Orc necromancer hits Stuntedgrowth for 485 cold damage.
Stuntedgrowth the level 29 dwarf bulwark was frozen to death by an orc necromancer on level 1 of Ruined Dungeon.






































































































