












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! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Nightmare Roguelike | 
| Sex | Male | 
| Race | Dwarf | 
| Class | Stone Warden | 
| Level / Exp | 23 / 24% | 
| Size | medium | 
| Lifes / Deaths | Killed by dreaming horror at level 23 on the 17th Dearth 122nd year of Ascendancy at 19:51/ 1 | 
Primary Stats
| Strength | 29 (base 12) | 
| Dexterity | 8 (base 10) | 
| Constitution | 33 (base 19) | 
| Magic | 47 (base 38) | 
| Willpower | 56 (base 49) | 
| Cunning | 11 (base 10) | 
Resources
| Life | -165/801 | 
| Mana | 432/482 | 
| Equilibrium | 55 | 
| Healing Factor | 1.5389294477288 | 
| Regeneration | 14.235097391491 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 3 | 
| Infravision | 5 | 
| See Stealth | 14.805239081272 | 
| See Invisible | 14.805239081272 | 
| ESP Range | 10 | 
| ESP Kinds | animal/canine | 
Offense: Mainhand
| Damage | 56 | 
| Accuracy | 52 | 
| Crit Chance | 4% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 28 | 
| Accuracy | 52 | 
| Crit Chance | 4% | 
| APR | 7 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 33 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 31 | 
| Crit Chance | 1% | 
| Speed | 1 | 
Offense: Damage Bonus
| Physical | +10% | 
| Darkness | +14% | 
| Light | +12% | 
| Nature | +16% | 
| Blight | +20% | 
| Arcane | +5% | 
| Cold | +11% | 
| All | +2% | 
Offense: Damage Penetration
| Nature | +5% | 
Defense: Base
| Armour (hardiness) | 69.551211628464 (73.607947236566%) | 
| Defense | 8 | 
| Ranged Defense | 8 | 
| Fatigue | 41 | 
| Physical Save | 50 | 
| Spell Save | 49 | 
| Mental Save | 43 | 
Defense: Resistances
| Acid | + 24%( 70%) | 
| Arcane | + 25%( 70%) | 
| Cold | + 45%( 70%) | 
| All | + 6%( 70%) | 
| Darkness | + 42%( 70%) | 
| Light | + 58%( 70%) | 
| Physical | + 25%( 70%) | 
| Mind | + 14%( 70%) | 
| Lightning | + 38%( 70%) | 
| Fire | + 59%( 70%) | 
| Nature | + 18%( 70%) | 
Defense: Immunities
| Disarm Resistance | 60% | 
| Stun Resistance | 10% | 
| Pinning Resistance | 25% | 
| Instadeath Resistance | 100% | 
| Knockback Resistance | 28% | 
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 182 life over 5 turns. Its effects scale with your Constitution stat. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. | 
Class Talents
| Spell / Eldritch shield | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Earth | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Spell / Deeprock | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Earthen power | 1.30 | 
| 
 | 5/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Earthen vines | 1.30 | 
| 
 | 5/5 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Wild-gift / Dwarven nature | 1.30 | 
| 
 | 5/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
Generic Talents
| Wild-gift / Call of the wild | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Dwarf | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Cunning / Survival | 1.00 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| 
 | 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. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest.Escort: lost defiler (level 3 of Old Forest) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair.Escort: lost warrior (level 3 of Norgos Lair) As a reward you improved Constitution by +5. | 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.. | done | 
| 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 have explored the Sandworm Lair and vanquished their Queen. * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 2 lumberjacks have died. | done | 
Equipment
| On feet |  pair of hardened leather boots 'Zanemagen' (0 def, 3 armour) 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Acc +30 (+9 eff.) On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Armour +3 Fatigue -7% Resists +5% arcane +12% acid Phys.save +8 (+2 eff.) Die.at -60.00 life ---------- misc Max.enc +26 A pair of boots made of leather. | 
| Light source |  Veletha 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Armour +4 Phys.save +6 (+2 eff.) Die.at -40.00 life Heal.mod +11% ---------- misc Max.stam +30.00 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. | 
| On head |  Mayassra (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +8% fire +3% darkness +6% cold Die.at -40.00 life Max.HP +60.00 HP.reg +2.00 Stun/Frz- +10% ---------- misc Max.psi +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
| On hands |  Nastir the dwarven-steel gauntlets (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% blight Phasing +30% Acc +7 (+2 eff.) Melee Ret 8 acid ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+2 eff.) Mind.save +7 (+3 eff.) Disarm- +28% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. | 
| Tool |  Poluriayawe the Offalpower [power 105]  (12/25 cooldown) 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature Melee Ret 4 nature ----- def ----- Resists +5% arcane Spell.save +12 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 260 Base Damage: 110 Armor: 4 All Resist: 1 Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
| On fingers |  Ring of Growth 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. | 
| On fingers |  warrior's steel ring of tenacity 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Max.HP +22.00 Disarm- +22% Pinning- +25% Knockbk- +28% Rings make your fingers look great! | 
| Around neck |  Daneth's Neckguard 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. | 
| In main hand |  dwarven-steel shield of fire resistance (+17%) (0 def, 6 armour, 132% power, 79.5 block) 7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 133% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +80 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% fire ---------- misc Talents +1 Block Handheld deflection devices. | 
| Around waist |  Gowyn the hardened leather belt 1.0 T3 belt armor [Rare] Arcane While equipped: ----- def ----- Resists +24% lightning +9% light +8% darkness +3% nature +9% mind Max.HP +20.00 A belt that goes around your waist. | 
| In off hand |  dwarven-steel shield of the stars (0 def, 6 armour, 132% power, 76 block) 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 132% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +76 Melee+ +12 light +12 darkness While equipped: Stats +1 Cun +6 Mag dps ---------- Dmg.mod +10% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +13% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
| Cloak |  Koreldil (10 def, 10 armour) 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: ----- def ----- Armour +10 Defense +10 (+10 eff.) Resists +7% acid +21% light +10% lightning +31% fire +5% arcane +36% cold Stealth +10 HP.reg +4.00 Heal.mod +5% Disarm- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Quenchqueen the dwarven-steel plate armour (0 def, 11 armour) 17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight +9% cold +3% arcane Melee Ret 6 arcane 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +11 Fatigue +22% Resists +12% light +15% darkness +5% arcane A suit of armour made of metal plates. | 
Inventory
|  wild infusion of the titan (res 22%; physical; dur 2; cd 12) 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. | 
|  Rune of Reflection (--) 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. | 
|  shatter afflictions rune of the psychic (absorb 84; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  shatter afflictions rune of the wizard (absorb 67; cd 20) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. | 
|  cleansing steel amulet of willpower (+3) 0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +10% nature +12% blight Poison- +20% Disease- +21% Amulets make your neck look great! | 
|  stabilizing steel amulet of cunning (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +21% Amulets make your neck look great! | 
|  marksman's steel ring of light (+24%) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% light Acc +8 (+3 eff.) ----- def ----- Resists +24% light Rings make your fingers look great! | 
|  warrior's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Armour +4 Rings make your fingers look great! | 
|  arcing steel battleaxe of massacre (135% power, 2 apr) 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 136% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage Massive two-handed battleaxes. | 
|  elemental steel dagger (105% power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Arcane Power 106% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +7% lightning Sharp, short and deadly. | 
|  ranger's ash longbow 4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Dex Longbows are used to shoot arrows at your foes. | 
|  steel longsword of massacre (126% power, 3 apr) 3.0 T2 longsword 1H weapon [Ego] Master Power 127% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. | 
|  Dourwrack (112% power, 3 apr) 3.0 T2 mace 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: dps ---------- Dmg.mod +3% acid Res.pen +25% darkness +10% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 * 20% chance to reduce armor by 28% ----- def ----- Resists +12% acid Blunt and deadly. | 
|  elemental steel mace (110% power, 3 apr) 3.0 T2 mace 1H weapon [Ego+] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 57 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +8% fire Res.pen +12% fire Blunt and deadly. | 
|  vined mindstar 'Lelibers' (81% power, 18 apr, mind damage) 3.0 T2 mindstar 1H weapon [Rare] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% nature +12% mind Crit.chn- 15.00% Phys.save +6 (+2 eff.) Max.HP +40.00 Heal.mod +14% Heal/summ +26 Silence- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. | 
|  ash magestaff 'Frostpunish' (111% power, 3 apr, cold element) 5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+3 eff.) Dmg.mod +42% cold Res.pen +15% cold Melee Ret 6 cold ----- def ----- Resists +9% light ---------- misc Light +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  Carrionwisp the steel waraxe (110% power, 3 apr) 3.0 T2 waraxe 1H weapon [Rare] Disrupt Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +12 light On Hit: * 8% chance to slow global speed by 47% While equipped: dps ---------- Dmg.mod +9% fire +12% light +9% nature ----- def ----- Resists +9% nature +6% fire One-handed war axes. | 
|  Layoratira the Lustrezephyr 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% light Res.pen +15% light Melee Ret 2 mind ----- def ----- Resists +3% mind Max.HP +32.00 ---------- misc See.Invis +6 A belt that goes around your waist. | 
|  Nightbreak 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun ----- def ----- Defense +8 (+8 eff.) Resists +6% darkness Stealth +6 ---------- misc Hate/m.crit +1.00 Max.psi +20.00 A belt that goes around your waist. | 
|  Eilinegamina (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Str +1 Cun +2 Con dps ---------- Dmg.mod +3% acid +6% mind Melee Ret 2 acid ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Viperwend (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Melee Ret 4 cold 6 nature 2 darkness On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Defense +1 (+1 eff.) Resists +3% nature +3% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Wrap of Stone (0 def, 0 armour) 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.3 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 80.10 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. | 
|  spellcowled linen cloak of the voidstalker (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +10% temporal Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Blindwing (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Melee Ret 6 acid 2 light 2 blight ----- def ----- Armour +3 Fatigue -2% Resists +3% blight Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  pair of iron boots 'Polerin' (3 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +1 Dex +7 Wil +4 Cun ----- def ----- Armour +3 Defense +3 (+3 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+1 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. | 
|  traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +5 (+1 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. | 
|  Crystle's Astral Bindings (0 def, 0 armour) 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. | 
|  cinder rough leather gloves of dexterity (+3) (0 def, 1 armour) 1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 6 fire Dmg.mod +4% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% fire 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. | 
|  dwarven-steel gauntlets of butchering (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +11 (+4 eff.) 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. | 
|  grounding iron helm of strength (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Behemoth Hide (4 def, 6 armour) 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+4 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... | 
|  Yarudehor the Daystreaker (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Dmg.mod +9% fire ----- def ----- Armour +9 Fatigue +22% Resists +7% mind +6% light Mind.save +10 (+4 eff.) ---------- misc Psi/ret +0.04 Light +2 A suit of armour made of metal plates. | 
|  flaming voratun shield of resistance (0 def, 10 armour, 184% power, 210 block) 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego+] Nature When used to Attack: Power 184% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +210 On Hit.r1 +15 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 3 fire ----- def ----- Armour +10 Fatigue +8% Resists +7% acid +5% fire +5% lightning +6% cold ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced steel shield of the stars (0 def, 7 armour, 116% power, 69 block) 7.0 T2 shield armor Reqs Shield usage training Cun 16 [Ego+] Arcane/Master When used to Attack: Power 116% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +69 Melee+ +10 light +11 darkness While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +7 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
|  shocking steel shield of lightning resistance (+18%) (0 def, 4 armour, 117% power, 39.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 117% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 While equipped: dps ---------- Melee+ 7 lightning Melee Ret 1 lightning ----- def ----- Armour +4 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  steel shield of the stars (0 def, 4 armour, 119% power, 39.5 block) 7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 120% Range: 1.2x Uses 100% Str Dmg Physical Mastery Stoneshield Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +40 Melee+ +11 light +10 darkness While equipped: Stats +2 Cun +3 Mag dps ---------- Dmg.mod +12% light +11% darkness ----- def ----- Armour +4 Fatigue +8% Resists +11% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. | 
|  7 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  211 alchemist agate 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  8 aquamarine 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 lapis lazuli 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.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. | 
|  2 opal 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  Demonic Soul 0.0 T3 demonic misc [Legendary] Arcane 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. | 
|  Tooth of the Mouth (dig speed 12 turns) 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. | 
|  iron pickaxe of endurance (dig speed 38 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Rungof's Fang 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. | 
|  emerald 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  8 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc 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. | 
|  scorching brass lantern of clarity 2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Mind.save +5 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 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. | 
|  Imp Claw 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 110.00 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. | 
|  Prothotipe's Prismatic Eye 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
| PlumpkinPlumpkin 15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). | 
|  3 garnet 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  3 amethyst 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  Lightningblow the ash wand of clairvoyance [power 12]  (12/20 cooldown) 2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +2 Cun dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +3% lightning ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Hate/m.crit +2.00 Reveal the area around you, dispelling darkness (radius 12, power 64 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 20 cooldown 100% to increase all damage by 16% for 2 turns. 100% to heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  powerful elm wand of lightning storm [power 110]  (12/15 cooldown) 2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (112 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
|  3 quartz 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. | 
|  4 ametrine 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  10 citrine 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  2 zircon 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.
			Catch that Plumpkin! (Nightmare (Roguelike) difficulty)
			Finish the Plumpkin event.By Dilbert the Dwarf Stone Warden level 17
14th Wealth 122nd year of Ascendancy at 09:57 see stats
 Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Roguelike) difficulty)
			Killed Ben Cruthdar the Cursed.By Dilbert the Dwarf Stone Warden level 9
30th Voratun 122nd year of Ascendancy at 07:17 see stats
 Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Dilbert the Dwarf Stone Warden level 20
26th Wealth 122nd year of Ascendancy at 21:27 see stats
 Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Dilbert the Dwarf Stone Warden level 10
2nd Profit 122nd year of Ascendancy at 00:27 see stats
 Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Roguelike) difficulty)
			Got a character to level 20.By Dilbert the Dwarf Stone Warden level 20
24th Wealth 122nd year of Ascendancy at 04:08 see stats
 Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.
			Squadmate (Nightmare (Roguelike) difficulty)
			Escaped from Reknor alive with your squadmate Norgan.By Dilbert the Dwarf Stone Warden level 6
19th Voratun 122nd year of Ascendancy at 02:44 see stats
 The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Dilbert the Dwarf Stone Warden level 12
6th Profit 122nd year of Ascendancy at 12:34 see stats
 The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Dilbert the Dwarf Stone Warden level 16
23rd Profit 122nd year of Ascendancy at 11:10 see stats
 Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Dilbert the Dwarf Stone Warden level 17
14th Wealth 122nd year of Ascendancy at 08:59 see stats
Log
Dreaming horror's maelstrom hits Crystaline Half (Dilbert) for 38 physical damage.
Dreaming horror's maelstrom hits Dilbert for 36 physical damage.
Dilbert is no longer sleeping.
Stone Half (Dilbert) is no longer sleeping.
Something hits Dilbert for (3 flat reduction), 0 mind (0 total damage).
Dilbert is not stunned anymore.
Stone Half (Dilbert) is not stunned anymore.
Crystaline Half (Dilbert) is not stunned anymore.
Restless Night from Dreaming horror hits Stone Half (Dilbert) for 26 mind damage.
Restless Night from Dreaming horror hits Dilbert for (23 flat reduction), 26 mind (26 total damage).
Restless Night from Dreaming horror hits Crystaline Half (Dilbert) for 26 mind damage.
Dream seed uses Distortion Bolt.
Dilbert uses Nature's Balance.
Dream seed converts some damage to Psi!
Dream seed converts some damage to Psi!
Dream seed's Distortion Bolt hits Dream seed for 28 to psi, 39 physical (66 total damage).
Dream seed's Distortion Bolt hits Crystaline Half (Dilbert) for 86 physical damage.
Bleeding from Crystaline Half (Dilbert) hits Dream seed for 8 to psi, 11 physical (18 total damage).
Dream seed hits Crystaline Half (Dilbert) for 6 mind damage.
Dream seed is no longer sleeping.
Dreaming horror's Distortion Bolt hits Stone Half (Dilbert) for 178 physical damage.
Dreaming horror's Distortion Bolt hits Dilbert for 178 physical damage.
Dreaming horror's maelstrom pulls Dilbert in!
Dreaming horror's maelstrom pulls Stone Half (Dilbert) in!
Dreaming horror's maelstrom pulls Crystaline Half (Dilbert) in!
Dreaming horror's maelstrom hits Stone Half (Dilbert) for 38 physical damage.
Dreaming horror's maelstrom hits Dilbert for 28 physical damage.
Dreaming horror's maelstrom hits Crystaline Half (Dilbert) for 32 physical damage.
Dilbert the level 23 dwarf stone warden was decapitated to death by a dreaming horror on level 2 of Tempest Peak.















































