













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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Orc |
Class | Annihilator |
Level / Exp | 21 / 1% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 21 on the 10th Revenge 124th year of Ascendancy at 15:15 / 1 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 52 (base 39) |
Constitution | 17 (base 10) |
Magic | 12 (base 10) |
Willpower | 14 (base 10) |
Cunning | 60 (base 48) |
Resources
Life | -30/463 |
Steam | 57/100 |
Healing Factor | 1.062941519274 |
Regeneration | 1.3286768990924 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 3 |
Offense: Mainhand
Damage | 44 |
Accuracy | 58 |
Crit Chance | 24% |
APR | 7 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Light | +12% |
Physical | +9% |
Fire | +3% |
All | 0% |
Offense: Damage Penetration
All | +7% |
Defense: Base
Armour (hardiness) | 33 (30%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 9 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Darkness | + 8%( 70%) |
Cold | + 15%( 70%) |
Fire | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Stun Resistance | 21% |
Blind Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 7.6 steam per turn. Can be activated for an instant burst of 38 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Demolition | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemical warfare | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is surrounded by a toxic cloud or radius 3. Enemies within will suffer 6% talent failure, 69% reduced healing, and take 121.88 additional acid damage from melee and ranged attacks. Miasma Engine |
beneficial effect | 2% chance to fully absorb any damaging actions. Smogscreen |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. | active |
You found a yeti mind control tinker. If you can tame 8 wild yetis and send them back to Kruk Pride they can be trained and sent back to you at your request using a psychoportation beacon. Yeti ReinforcementsWild yetis are mostly found in yeti's caves. * Captured eight yetis (will be available to summon at level 20). | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | ![]() Shoes of Moving Quickly (10 def, 12 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 (-) Defense: +10 (+4 eff.) (-) Fatigue: +3% (-) Changes stats: +8(-) Cun / +8(-) Dex Pinning immunity: +100% (-) Knockback immunity: -100% (-) Steampower: +5 (+2 eff.) (-) You move 3 spaces at once. Accurately? Less so. |
Quiver | ![]() deadly pouch of dwarven-steel shots of erosion (17/17, 39-47 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 (-) Crit. chance: +5.0% (-) Capacity: 17 (-) Damage (Ranged): +8(-) nature When wielded/worn: Talents granted: +2.00(-) Saw Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +6 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() hardened leather hat of knowledge (0 def, 3 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) (-) Armour: +3 (-) Fatigue: +3% (-) Changes stats: +3(-) Cun / +3(-) Wil Mindpower: +4 (+2 eff.) (-) Light radius: +4 (-) A hat made of leather. Very stylish. |
On hands | ![]() cinder dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 5(-) fire Changes stats: +3(-) Str Changes resistances: +6%(-) fire Changes damage: +3%(-) fire Talents granted: +1.00(-) Sand Shredder 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 | ![]() Mardyyon [power 470] (9/15 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 5 When wielded/worn: Accuracy: +15 (+5 eff.) (-) Armour penetration: +4 (-) Changes stats: +2(-) Dex Changes damage: +9%(-) physical It can be used to project a gust of wind in a cone knocking all creatures back 14 spaces and dealing 512 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 47% for 2 turns. * Heal for 61. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() warrior's steel ring of perseverance Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 (-) Changes stats: +2(-) Str Stun/Freeze immunity: +21% (-) Life regen: +1.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
On fingers | ![]() mule's steel ring of luminosity Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +0 (-4) Fatigue: -4% Damage (Melee): 10 light Damage (Ranged): 10 light Changes stats: +0(-2) Str / +3 Mag Changes damage: +12% light Maximum encumbrance: +20 Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-1.00) Rings make your fingers look great! Tap to cycle through comparison choices |
Around neck | ![]() Feathersteel Amulet Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) (-) Fatigue: -20% (-) Maximum encumbrance: +20 (-) Movement speed: +25% (-) Slows Projectiles: +15% (-) Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | ![]() Talosis' Counterpoint Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 (-) Attack speed: 100% (-) Firing range: +8 (-) Travel speed: +600% (-) Damage (Ranged): +15(-) physical Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +5 (+2 eff.) (-) Physical crit. chance: +4.0% (-) Changes stats: +2(-) Con Talents granted: +3.00(-) Ceasefire It's said that Talosis never lost an argument. Now you know why. Tap to cycle through comparison choices |
Around waist | ![]() nightruned hardened leather belt of carrying Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Fatigue: -5% (-) Changes resistances: +6%(-) light / +8%(-) darkness Maximum encumbrance: +22 (-) A belt that goes around your waist. |
In off hand | ![]() crackling steel shield (0 def, 4 armour, 16-19 power, 42 block) Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +42 (-) Damage (Melee): +13(-) lightning When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Damage when hit (Melee): 1(-) lightning Changes stats: +2(-) Dex Changes resistances: +12%(-) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
Cloak | ![]() Yeti-fur Cloak (9 def, 2 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) (-) Armour: +2 (-) Defense: +9 (+3 eff.) (-) Changes resistances: +15%(-) cold Physical save: +10 (+7 eff.) (-) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
Main armor | ![]() Skin of Many (12 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 (-) Defense: +12 (+4 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Con Talent masteries: -0.20(-) Cunning / Stealth Maximum life: +40.00 (-) Infravision radius: +3 (-) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Inventory
![]() medical injector implant of the titan (efficiency 108% / cooldown 52%) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 108%(+8%) efficiency and cooldown mod of 52%.(-48%) Its effects scale with your +Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. Tap to cycle through comparison choices |
![]() steam generator implant (steam 4) Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 20(-8) Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.0(-3.6) steam per turn. Can be activated for an instant burst of 20(-18) steam. Its effects scale with your -Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() heroism infusion (die at -324; dur 7; cd 35) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -324 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 648 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (+20%) Changes stats: +2 Wil Maximum encumbrance: +0 (-20) Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Amulets make your neck look great! |
![]() Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (+20%) Changes stats: +10 Cun / -5 Wil Changes resistances: +15% blight / +15% darkness / +15% acid Maximum encumbrance: +0 (-20) Physical save: +15 (+7 eff.) Spell save: +15 (+13 eff.) Mental save: -7 (-4 eff.) Maximum life: +20.00 Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() Sunstone Powered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (+20%) Changes resistances: +10% cold Changes damage: +10% light / +10% fire Maximum encumbrance: +0 (-20) Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Steampower: +8 (+2 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
![]() starlit steel amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Fatigue: +0% (+20%) Changes resistances: +10% light / +11% darkness Maximum encumbrance: +0 (-20) Blindness immunity: +21% Movement speed: +0% (-25%) Slows Projectiles: +0% (-15%) Amulets make your neck look great! |
![]() copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-1.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() wizard's gold ring of the mind (+12%) Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +0 (-4) Changes stats: +0(-2) Str / +4 Mag Changes resistances: +12% mind Changes damage: +12% mind Spell save: +8 (+8 eff.) Stun/Freeze immunity: +0% (-21%) Life regen: +0.00 (-1.00) Rings make your fingers look great! Tap to cycle through comparison choices |
![]() acidic steel steamsaw of cold resistance (+16%) (14-20 power, 0 apr) Requires: - Strength 16 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 2 Base power: 13.5 - 20.2(+13.5 - +20.2) Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +0 (-10) Crit. chance: +2.0% Attack speed: 100% (-) Block value: +24 Firing range: +0 (-8) On weapon crit: + Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Travel speed: +0% (-600%) Damage (Ranged): +0(-15) physical Attacks use: 1.0(-1.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Armour: +3 Defense: +4 (+1 eff.) Fatigue: +6% Changes stats: +0(-2) Con Changes resistances: +16% cold Talents granted: +0(+-3) Ceasefire +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! Tap to cycle through comparison choices |
![]() mighty rough leather sling of lightning Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +0 (-10) Attack speed: 100% (-) Firing range: +6 (-2) Travel speed: +0% (-600%) Damage (Ranged): +6 lightning / +0(-15) physical Attacks use: 0.0(-2.0) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Physical power: +6 (+2 eff.) Changes stats: +1 Str / +0(-2) Con Changes damage: +9% lightning Talent granted: +0(+-3) Ceasefire Slings are used to hurl stones or metal shots at your foes. |
![]() Signal Requires: - Dexterity 20 - Talent Shoot - Talent Steam Pool Powered by steamtech 4.00 Encumbrance. [Unique] Type: weapon / steamgun ; tier 2 Mastery: Autoloader Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 (-6) Attack speed: 100% (-) Dam. multiplier: 125% Firing range: +7 (-1) Travel speed: +300% (-300%) Damage (Ranged): +0(-15) physical Damage conversion: 80% fire burn Attacks use: 2.0(-) Steam When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-2 eff.)) Physical crit. chance: +0.0% (-4.0%) Changes stats: +0(-2) Con Talent granted: +0(+-3) Ceasefire It can be used to activate talent Flare (costing 20 power out of 20/20) : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 8 Travel Speed: instantaneous Description: Fire a shot at the target tile that blinds enemies for 3 turns, marks them for 2 turns and illuminates the area within radius 2 for 5 turns. Enemies within the illuminated area lose 20 defence and stealth power and cannot benefit from concealment. The status chance increases with your Accuracy, and the defense reduction with your Dexterity. An odd, stubby gun with a large, red barrel. Tap to cycle through comparison choices |
![]() high-capacity pouch of iron shots (42/42, 14-17 power, 1 apr) Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 14.5 - 17.4(-24.5 - -29.4) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +4.0% (-1.0%) Capacity: 42 (25) Damage (Ranged): +0(-8) nature When wielded/worn: Ammo reloads per turn: +1 Talent granted: +0(+-2) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() pouch of iron shots (15/18, 16-19 power, 1 apr) Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6(-23.5 - -28.2) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 (-2) Crit. chance: +4.0% (-1.0%) Capacity: 18 (1) Damage (Ranged): +0(-8) nature When wielded/worn: Talent granted: +0(+-2) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() pouch of steel shots (24/24, 20-23 power, 2 apr) Requires: - Dexterity 16 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 19.5 - 23.4(-19.5 - -23.4) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 (-1) Crit. chance: +4.5% (-0.5%) Capacity: 24 (7) Damage (Ranged): +0(-8) nature When wielded/worn: Talent granted: +0(+-2) Saw Shell Shots are used with slings to pummel your foes to death. |
![]() icy iron shield of lightning resistance (+15%) (0 def, 2 armour, 10-11 power, 22 block) Requires: - Shield usage training - Cunning 11 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Base power: 9.5 - 11.4(-6.0 - -7.2) Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% (-0.5%) Block value: +22 (-20) Damage (Melee): +0(-13) lightning When wielded/worn: Armour: +2 (-2) Fatigue: +8% (-) Damage (Melee): 5 cold Damage when hit (Melee): 3 ice / 0(-1) lightning Changes stats: +0(-2) Dex Changes resistances: +15%(+3%) lightning Talents granted: +1.00(-) Block Handheld deflection devices. |
![]() steel shield of reflection (0 def, 4 armour, 16-19 power, 40 block) Requires: - Shield usage training - Cunning 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.5 - 18.6 Uses stat: 100% Cun Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% (-) Block value: +40 (-2) Damage (Melee): +0(-13) lightning When wielded/worn: Armour: +4 (-) Fatigue: +8% (-) Damage when hit (Melee): 0(-1) lightning Changes stats: +0(-2) Dex Changes resistances: +0%(-12%) lightning / +12% light / +11% darkness Talents granted: +1.00(-) Block Handheld deflection devices. |
![]() Rags of the Sanctuary of corrosion (+15%) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +0 (+0 eff.) (-12 (-4 eff.)) Fatigue: +0% (-7%) Changes stats: +0(-4) Con Changes resistances: +15% acid / +7% all Changes damage: +10% acid Talent mastery: +0.00(+0.20) Cunning / Stealth Maximum life: +0.00 (-40.00) Infravision radius: +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rejuvenating iron mail armour of acid resistance (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-2) Defense: +2 (+0 eff.) (-10 (-4 eff.)) Fatigue: +12% (+5%) Changes stats: +0(-4) Con Changes resistances: +15% acid Talent mastery: +0.00(+0.20) Cunning / Stealth Life regen: +2.70 Stamina each turn: +0.60 Maximum life: +0.00 (-40.00) Infravision radius: +0 (-3) A suit of armour made of mail. |
![]() steel mail armour of the deep (2 def, 7 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +7 (+1) Defense: +2 (+0 eff.) (-10 (-4 eff.)) Fatigue: +12% (+5%) Changes stats: +0(-4) Con Changes resistances: +7% acid / +7% cold Talent mastery: +0.00(+0.20) Cunning / Stealth Allows you to breathe in: water Maximum life: +0.00 (-40.00) Infravision radius: +0 (-3) A suit of armour made of mail. |
![]() Elenobar the voratun plate armour (5 def, 16 armour) Requires: - Massive armour training - Strength 60 Infused by nature Crafted by a master 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 5 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Armour: +16 (+10) Defense: +5 (+1 eff.) (-7 (-3 eff.)) Fatigue: +22% (+15%) Changes stats: +0(-4) Con Changes resistances: +12% nature / +27% cold Talent mastery: +0.00(+0.20) Cunning / Stealth Stamina each turn: +1.00 Maximum life: +117.00 (+77.00) Infravision radius: +0 (-3) A suit of armour made of metal plates. |
![]() blurring rough leather belt of carrying Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +8 (+2 eff.) Fatigue: -5% (-) Changes resistances: +0%(-6%) light / +0%(-8%) darkness Stealth bonus: +6 Maximum encumbrance: +20 (-2) A belt that goes around your waist. |
![]() linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-2) Defense: +1 (+0 eff.) (-8 (-3 eff.)) Changes stats: +1 Mag / +1 Wil Changes resistances: +0%(-15%) cold Physical save: +0 (+0 eff.) (-10 (-7 eff.)) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() regal linen cloak of battle (1 def, 0 armour) Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) (-4 (-2 eff.)) Armour: +0 (-2) Defense: +1 (+0 eff.) (-8 (-3 eff.)) Fatigue: -3% Changes stats: +2 Wil Changes resistances: +0%(-15%) cold Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Mental save: +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() resilient linen cloak (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +0 (-2) Defense: +1 (+0 eff.) (-8 (-3 eff.)) Changes resistances: +0%(-15%) cold Physical save: +0 (+0 eff.) (-10 (-7 eff.)) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() pair of rough leather boots of tirelessness (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-11) Defense: +0 (+0 eff.) (-10 (-4 eff.)) Fatigue: +0% (-3%) Changes stats: +0(-8) Cun / +0(-8) Dex Pinning immunity: +0% (-100%) Knockback immunity: +0% (+100%) Stamina each turn: +0.40 Maximum stamina: +11.00 Steampower: +0 (+0 eff.) (-5 (-2 eff.)) A pair of boots made of leather. |
![]() Anti-Gravity Boots (8 def, 8 armour) Requires: - Heavy armour training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +8 (-4) Defense: +8 (+3 eff.) (-2 (-1 eff.)) Fatigue: +8% (+5%) Changes stats: +5 Str / +4(-4) Dex / +0(-8) Cun Changes resistances: +10% fire Changes damage: +10% fire Pinning immunity: +50% (-50%) Knockback immunity: +0% (+100%) Steampower: +3 (+1 eff.) (-2 (-1 eff.)) These boots have a 8% chance to fail to operate properly (reduced by Cunning). It can be used to jump to a nearby location within range 7, blasting everything within radius 2 (62 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (106 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning) Activation costs 18 power out of 18/18. These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
![]() hardened leather gloves of spellstriking (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 4 arcane / 0(-5) fire Changes stats: +0(-3) Str / +4 Mag / +5 Wil Changes resistances: +4% arcane / +0%(-6%) fire Changes damage: +4% arcane / +0%(-3%) fire Talent granted: +0(+-1) Sand Shredder Spellpower: +6 (+6 eff.) 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. |
![]() umbral hardened leather gloves of dexterity (+4) (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +14 (+3 eff.) Physical power: +0 (+0 eff.) (-5 (-2 eff.)) Armour: +2 (-) Fatigue: +0% (-3%) Damage (Melee): 6 darkness / 0(-5) fire Changes stats: +0(-3) Str / +4 Dex Changes resistances: +5% darkness / +0%(-6%) fire Changes damage: +4% darkness / +0%(-3%) fire Talent granted: +0(+-1) Sand Shredder 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. |
![]() Yeti Mind Controller (0 def, 3 armour) Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +3 (-) Fatigue: +3% (-) Changes stats: +0(-3) Cun / +0(-3) Wil Mental save: +10 (+5 eff.) Mindpower: +9 (+5 eff.) (+5 (+3 eff.)) Mental crit. chance: +9% Light radius: +0 (-4) It can be used to hack the mind of a weakened yeti Activation costs 1 power out of 0/8. This device seems to be designed to 'hack' the mind of a wild yeti to make it able to be used as a weapon of war. |
![]() insulating iron helm of constitution (+2) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-4 (-2 eff.)) Armour: +3 (-) Fatigue: +5% (+2%) Changes stats: +0(-3) Wil / +0(-3) Cun / +2 Con Changes resistances: +6% fire / +6% cold Mindpower: +0 (+0 eff.) (-4 (-2 eff.)) Light radius: +0 (-4) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+6 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 (-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. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / bomb It can be used to place the bomb on the structural weakness.. This bomb was tailored to weaken the structure of the Dominion's port tower. If placed at the right spot it will explode after 100 turns and destroy the whole port. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / steamtech ; tier 4 Yetis left to call: 8 It can be used to call a trained yeti for help Activation costs 1 power out of 8/8. Call a trained yeti to your side. |
potent fiery salve [power 14] potent fiery salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 magical effects and grants a fiery aura (14% fire, light and lightning affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple healing salve [power 143] simple healing salve [power 143]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 No medical injector available, values are indicative only. It can be used to heal 143 Activation puts Talent Medical Injector on cooldown for 15 turns. Medical salve. |
potent water salve [power 14] potent water salve [power 14]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 No medical injector available, values are indicative only. Activating this item is instant. It can be used to remove 1 mental effects and grants a water aura (14% blight, mind and acid affinity). Activation puts Talent Medical Injector on cooldown for 25 turns. Medical salve. |
![]() Korbek's Spyglass Crafted by a master 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) (-5 (-2 eff.)) Armour penetration: +0 (-4) Physical crit. chance: +5.0% Changes stats: +5 Cun / +0(-2) Dex Changes damage: +0%(-9%) physical Infravision radius: +2 Sight radius: +1 This antique spyglass is weathered from use, but seems well maintained. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Ragablek the Orc Annihilator level 14
29th Retaking 124th year of Ascendancy at 12:11 see stats
By Ragablek the Orc Annihilator level 10
16th Retaking 124th year of Ascendancy at 01:12 see stats
By Ragablek the Orc Annihilator level 20
44th Retaking 124th year of Ascendancy at 01:58 see stats
By Ragablek the Orc Annihilator level 17
39th Retaking 124th year of Ascendancy at 12:22 see stats
Log
Ragablek's Grenade Launcher hits Netherworm mass for 119 acid damage.
Ragablek's Grenade Launcher killed Netherworm mass!
Worm Rot from Worm that walks hits Ragablek for (24 exoskeleton), 24 blight, (20 exoskeleton), 20 acid (45 total damage).
Epidemic from Worm that walks hits Ragablek for (33 exoskeleton), 33 blight (33 total damage).
Ragablek shoots!
Worm that walks casts Drain.
The diseases of worm that walks spread!
Worm that walks hits Ragablek for (119 exoskeleton), 119 blight (119 total damage).
Worm Rot from Worm that walks hits Ragablek for (24 exoskeleton), 24 blight, (20 exoskeleton), 20 acid (45 total damage).
Epidemic from Worm that walks hits Ragablek for (33 exoskeleton), 33 blight (33 total damage).
Ragablek uses Infusion: Movement.
Ragablek is moving at extreme speed!
Ragablek slows down.
Ragablek is no longer inspired.
Ragablek calms down.
Worm Rot from Worm that walks hits Ragablek for (24 exoskeleton), 24 blight, (20 exoskeleton), 20 acid (45 total damage).
Epidemic from Worm that walks hits Ragablek for (33 exoskeleton), 33 blight (33 total damage).
Ragablek receives 47 healing.
Ragablek is free from the tendril.
Ragablek is free from the epidemic.
Talent Saw Shell is ready to use.
Worm Rot from Worm that walks hits Ragablek for (21 exoskeleton), 21 blight, (18 exoskeleton), 18 acid (39 total damage).
A carrion worm mass bursts out of Ragablek!
Ragablek is free from the worm rot.
Ragablek uses a fiery salve.