










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.2This 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 Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Adventure |
| Sex | Female |
| Race | Dwarf |
| Class | Wyrmic |
| Level / Exp | 25 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Gunsnake at level 11 on the 33rd Dearth 122nd year of Ascendancy at 08:48 0 / 7Killed by Z'quikzshl the skeletal mold at level 13 on the 42nd Dearth 122nd year of Ascendancy at 00:13 Killed by worm that walks at level 19 on the 24th Shortage 122nd year of Ascendancy at 08:48 Killed by Chronolith Clone at level 23 on the 31st Iron 123rd year of Ascendancy at 16:26 Killed by Aerudhera the elven cultist's Fugue Clone at level 25 on the 4th Steel 123rd year of Ascendancy at 19:01 Killed by Aerudhera the elven cultist's Fugue Clone at level 25 on the 4th Steel 123rd year of Ascendancy at 20:06 Killed by elven corruptor at level 25 on the 5th Steel 123rd year of Ascendancy at 07:49 |
Primary Stats
| Strength | 38 (base 28) |
| Dexterity | 16 (base 10) |
| Constitution | 11.2009046975 (base 11) |
| Magic | 50 (base 43) |
| Willpower | 55 (base 36) |
| Cunning | 48 (base 16) |
Resources
| Mana | 410/410 |
| Equilibrium | 30 |
| Life | -104/981 |
| Insanity | 1/100 |
| Stamina | 314/314 |
| Soul | 5/10 |
| Healing Factor | 1.0116335263259 |
| Regeneration | 21.09650487883 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -28.90613238968% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 6 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 38 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 47 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Lightning | +10% |
| Light | +3% |
| Darkness | +12% |
| Blight | +3% |
| Arcane | +4% |
| Mind | +10% |
| All | 0% |
Offense: Damage Penetration
| Cold | +15% |
Defense: Base
| Armour (hardiness) | 55.207053695138 (84.647538266536%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 15 |
| Physical Save | 37 |
| Spell Save | 47 |
| Mental Save | 57 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 23%( 70%) |
| Cold | + 48%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 9%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 10%( 70%) |
| Mind | + 16%( 70%) |
| Darkness | + 18%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Confusion Resistance | 28% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 263 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse 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: 2.5 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 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Scourge drake | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Premonition |
| talent | Icy Skin |
| talent | Raze |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| beneficial effect | Reduces light damage received by 18%. Premonition Shield |
| beneficial effect | The target has 14 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 15 and doing 29.86 blight damage per turn. Rotting Disease |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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 successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glokira the snow giant. Escort: lost warrior (level 2 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed red crystal shard. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed vial of wight ectoplasm. * You've found the needed warg claw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed ice ant stinger. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
| On feet | Morningtickler the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Cun dps ---------- Mind.crit +4% Mind.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +3% light ----- def ----- Armour +4 Fatigue -2% Max.HP +42.00 ---------- misc Stam/turn +0.20 Max.psi +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | ethereal brass lantern of clarity1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +7 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 | Belysewe the Deepsfame (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% darkness On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +3% Resists +13% mind +6% darkness Mind.save +14 (+4 eff.) Confus- +28% A cap made of leather. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.78 cold and 7.64 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | hardened leather belt 'Blizzardbane'1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +5 Cun +7 Lck dps ---------- Res.pen +15% cold On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Resists +6% fire +6% darkness +6% nature Spell.save +6 (+2 eff.) Stealth +8 ---------- misc T.Disarm +13 Infravis +4 A belt that goes around your waist. |
| In main hand | Armotir the dwarven-steel greatsword (56-90 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 56.5 - 90.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire While equipped: ----- def ----- Resists +6% light +6% temporal Knockbk- +10% Massive two-handed swords. |
| On hands | blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 blight Dmg.mod +3% blight +4% arcane ----- def ----- Armour +2 Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | steel mail armour 'Deepssin' (9 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Crit.mult +20.00% ----- def ----- Armour +11 Defense +9 (+6 eff.) Fatigue +12% Resists +3% darkness +18% cold Mind.save +22 (+6 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +2.00 A suit of armour made of mail. |
| Cloak | linen cloak 'Ce'Nara' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Dex +2 Mag +2 Wil dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +41.00 Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's Neckguard2.0 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. |
Inventory
healing infusion of the warrior (heal 125; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the warrior (die at -391; dur 7; cd 34)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd 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 -391 life. The duration and life will increase by 1% for every 1% life you have lost (currently 823 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 668%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 668% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 158; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 158 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 26%; physical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (370.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 185.00 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. |
Prismatic Rune (6 turns; acid, physical, arcane, fire)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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: 3 acid, 4 physical, 3 arcane, 4 fire Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 30; cd 12)0.1 rune scroll [Normal] Arcane 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 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 30 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. 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 duelist (absorb 47; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 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 47 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 216; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 216 damage for 3 turns. 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. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+4 eff.) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
wizard's gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+3 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
wizard's stralite ring of light (+20%)0.1 T4 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +12 (+4 eff.) Rings make your fingers look great! |
Penitence (15-18 power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+6 eff.) ----- def ----- Resists +30% blight +30% physical Affinity +20% physical Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 4 diseases or poisons (based on Magic). Uses 10 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. |
dwarven-steel greatmaul of the mystic (42-64 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +10 (+4 eff.) Massive two-handed mauls. |
acidic dwarven-steel greatsword of paradox (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 temporal On Crit: * Splash the target with acid dealing 110 damage over 5 turns and reducing armor and accuracy by 14 While equipped: ----- def ----- Resists +16% temporal Massive two-handed swords. |
Elogavea the Sleetclamor (18/18, 44-62 power, 21 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Master Power 44.5 - 62.3 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +13.0% Capacity 18 Proj.spd +200% Ranged+ +12 mind +20 fire On Hit.r1 +8 mind +20 cold On Crit.r2 +20 cold Arrows are used with bows to pierce your foes to death. |
corrosive stralite shield of fire resistance (+14%) (0 def, 8 armour, 44-53 power, 139 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +139 Melee+ +13 acid While equipped: Stats +2 Con dps ---------- On Melee Ret: * 10% chance to reduce armor by 30% ----- def ----- Armour +8 Fatigue +8% Resists +14% acid +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Murkream (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +10% cold Crit.dmg- 10.00% Stun/Frz- +10% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Freezeobeisance' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Res.pen +5% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phlegmpierce (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +25% nature Melee Ret 2 nature ----- def ----- Armour +7 Defense +2 (+2 eff.) Resists +12% mind +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hazetreason (3 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% cold ----- def ----- Armour +5 Defense +3 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.5 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 24% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Kindleripper the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Dex +9 Wil +6 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% fire Res.pen +10% mind +6% physical ----- def ----- Armour +1 ---------- misc Infravis +1 Blindside: Puts all charms on 25 cooldown Level 2.5 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Emelle the pair of hardened leather boots (10 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +2.0% Phys.pwr +5 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +3 Defense +10 (+6 eff.) Resists +9% nature Crit.dmg- 15.00% HP.reg +2.00 Cut- +20% ---------- misc Max.psi +40.00 A pair of boots made of leather. |
Hathirehor (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +9% blight Res.pen +10% arcane Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +2% Resists +3% physical ---------- misc Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Korynarinik the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex dps ---------- Crit.mult +10.00% Phys.pwr +30 (+10 eff.) Acc +10 (+4 eff.) ----- def ----- Armour +8 Fatigue +3% Resists +3% lightning +1% physical +3% acid ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather cap 'Torahor' (0 def, 7 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +7 Fatigue +1% ---------- misc Max.stam +10.00 A cap made of leather. |
Shiverfury the iron helm (0 def, 10 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +10 Fatigue +5% Resists +6% nature Confus- +10% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of the depths (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Ce'Nirildama' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.pwr +25 (+9 eff.) Dmg.mod +15% acid Res.pen +20% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% blight Mind.save +8 (+3 eff.) ---------- misc Hate/m.crit +2.00 Max.psi +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate0.0 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
4 ametrine0.0 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. |
8 citrine0.0 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. |
6 zircon0.0 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. |
4 aquamarine0.0 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. |
3 opal0.0 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.0 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 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 emerald0.0 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. |
garnet0.0 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. |
272 alchemist agate0.0 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. |
brass lantern 'Cracklestun'2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Dmg.mod +9% cold ----- def ----- Resists +3% lightning Crit.dmg- 5.00% ---------- misc Light +6 Infravis +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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Borosta the Freezeprophet (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +7 Str +2 Wil dps ---------- Res.pen +15% cold ----- def ----- Resists +7% fire +7% darkness +6% cold ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
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. |
Hellsraptor the elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Mag +1 Con ----- def ----- Resists +9% fire ---------- misc Light +1 Infravis +3 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Charknight' [power 16] (20 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Res.pen +5% fire ----- def ----- Phys.save +9 (+4 eff.) Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to reduce fatigue by 22% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Weepcrypt the elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +3 Con dps ---------- Dmg.mod +9% cold Res.pen +15% nature Fire a magical bolt dealing 55 lightning damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of shielding [power 152] (24 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 152 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Uldryga the Dwarf Wyrmic level 17
4th Shortage 122nd year of Ascendancy at 08:48 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Uldryga the Dwarf Wyrmic level 21
27th Iron 123rd year of Ascendancy at 10:14 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Uldryga the Dwarf Wyrmic level 19
24th Shortage 122nd year of Ascendancy at 06:45 see stats
I'm a cool hero (Nightmare (Adventure) difficulty)
Saved Derth without a single inhabitant dying.By Uldryga the Dwarf Wyrmic level 21
18th Iron 123rd year of Ascendancy at 19:03 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Uldryga the Dwarf Wyrmic level 10
27th Dearth 122nd year of Ascendancy at 14:49 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Uldryga the Dwarf Wyrmic level 20
13rd Iron 123rd year of Ascendancy at 21:30 see stats
Squadmate (Nightmare (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Uldryga the Dwarf Wyrmic level 6
19th Voratun 122nd year of Ascendancy at 01:40 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Uldryga the Dwarf Wyrmic level 11
29th Dearth 122nd year of Ascendancy at 12:16 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Uldryga the Dwarf Wyrmic level 19
13rd Iron 123rd year of Ascendancy at 10:58 see stats
Log
Uldryga's spell attains critical power!
Elven corruptor shrugs off Uldryga's 'Crippling Disease'!
Uldryga hits Something for 58 blight damage.
Uldryga hits Something for 72 blight damage.
Uldryga's spell attains critical power!
Uldryga's infective darkness area effect hits Something for 17 darkness damage.
Uldryga's infective darkness area effect hits Something for 19 darkness damage.
Uldryga's decaying ground area effect hits Something for 9 blight damage.
Uldryga's decaying ground area effect hits Something for 9 blight damage.
Uldryga is afflicted by a rotting disease!
Something hits Uldryga for 299 blight damage.
Uldryga breathes a wave of darkness!
Uldryga's spell attains critical power!
Elven corruptor shrugs off Uldryga's 'Bane of Blindness'!
Elven warrior wanders around!
Uldryga's spell attains critical power!
Uldryga's decaying ground area effect hits Something for 9 blight damage.
Uldryga's decaying ground area effect hits Elven warrior for 11 blight damage.
Uldryga's infective darkness area effect hits Something for 17 darkness damage.
Uldryga's infective darkness area effect hits Elven warrior for 23 darkness damage.
Raze hits Elven warrior for 5 darkness damage.
Raze killed Elven warrior!
Uldryga is recovering from the damage!
Talent Death Dance is ready to use.
Talent Sudden Growth is ready to use.
Talent Nature's Touch is ready to use.
Something receives 59 healing from Elven corruptor's Blood Grasp.
Elven corruptor's Blood Grasp hits Uldryga for 278 blight damage.
Rotting Disease from Elven corruptor hits Uldryga for 37 blight damage.



















































































































