Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
| Addons | ZOmnibus Addon Pack 1.4.0Combines 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: Ashes of Urh'Rok 1.4.0Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Plenum Tooltip: Enhanced actor tooltip display for ToME v2.5 1.4.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Doombringer |
| Level / Exp | 30 / 59% |
| Size | medium |
| Lifes / Deaths | Killed by Xuwyn the squid at level 30 on the 4th Pyre 123rd year of Ascendancy at 23:04 / 1 |
Primary Stats
| Strength | 73 (base 60) |
| Dexterity | 25 (base 20) |
| Constitution | 31 (base 12) |
| Magic | 56 (base 49) |
| Willpower | 28 (base 10) |
| Cunning | 18 (base 11) |
Resources
| Life | -21/753 |
| Stamina | 226/232 |
| Vim | 6/154 |
| Healing Factor | 1.63 |
| Regeneration | 10.0245 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +86.601227279117% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 6 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 40 |
| Crit Chance | 29% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42.666666666667 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24.9 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 73.923073231957 (100%) |
| Defense | 21.825 |
| Ranged Defense | 21.825 |
| Fatigue | 21 |
| Physical Save | 47.483333333333 |
| Spell Save | 35.225 |
| Mental Save | 33.256782182807 |
Defense: Resistances
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 100% |
| Pinning Resistance | 24% |
| Silence Resistance | 35% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 10% for 5 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 380 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 207 and cleanse 1 wound and poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 534% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Eternal Suffering |
| talent | Share the Pain |
| talent | Abyssal Shield |
| talent | Chant of Fortress |
| detrimental effect | Reduces global action speed by 30%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the lone alchemist from death by Cyritira the ungolmor. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. 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 wretchling eyeball. * You've found the needed storm wyrm claw. * You've found the needed snow giant kidney. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Isoseda' (0 def, 4 armour) pair of dwarven-steel boots 'Isoseda' (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Fatigue: +3% Damage when hit (Melee): 4 physical Changes stats: +7 Str / +5 Con Changes damage: +8% physical Reduces incoming crit damage: 15.00% Physical save: +20 (+7 eff.) Size category: +1 It can be used to activate talent Heave, placing all other charms into a 10 cooldown : Effective talent level: 3.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | scorching alchemist's lamp of health scorching alchemist's lamp of healthPowered by arcane forces Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 14 fire Changes resistances: +6% fire Maximum life: +53.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Arimina the Demonlash (0 def, 6 armour) Arimina the Demonlash (0 def, 6 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +6 Fatigue: +4% Changes stats: +3 Str / +5 Dex / +4 Con Changes resistances: +21% darkness Changes damage: +6% darkness Infravision radius: +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Telekinetic Core Telekinetic CoreInfused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +5 Wil Changes resistances: +5% physical Changes damage: +6% physical Physical save: +12 (+4 eff.) Mindpower: +3 (+2 eff.) It can be used to activate talent Psionic Pull (costing 18 power out of 35/35) : Effective talent level: 3.0 Power cost: 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 47 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
| On fingers | Ce'Nuldanor the steel ring Ce'Nuldanor the steel ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Changes stats: +2 Dex / +2 Mag / +3 Cun Changes resistances penetration: +5% physical Maximum encumbrance: +22 Mental save: +10 (+5 eff.) Confusion immunity: +22% Spellpower: +5 (+2 eff.) Rings can have magical properties. |
| On fingers | gladiator's gold ring of blinding strikes gladiator's gold ring of blinding strikesPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects on melee hit: * 13% chance to blind Effects on ranged hit: * 10% chance to blind Changes stats: +6 Str / +6 Con Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | dwarven-steel greatmaul 'Glibeth' (42.5-63.75 power, 2 apr) dwarven-steel greatmaul 'Glibeth' (42.5-63.75 power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 42.5 - 63.8 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 14% chance to inflict damage reduction * 20% chance to gain 10% of a turn * 20% chance to curse the target Burst (radius 2) on crit: +8 temporal When wielded/worn: Armour penetration: +20 Physical crit. chance: +19.0% Damage when hit (Melee): 4 temporal Changes damage: +3% temporal Critical mult.: +38.00% Massive two-handed mauls. |
| On hands | stone warden's dwarven-steel gauntlets of dispersion (0 def, 8 armour) stone warden's dwarven-steel gauntlets of dispersion (0 def, 8 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Armour Hardiness: +7% Damage (Melee): 7 arcane Changes stats: +5 Mag / +4 Wil / +8 Con Changes resistances: +5% arcane / +5% physical It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 10 Travel Speed: instantaneous Is: a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Chargeglean the stralite plate armour (7 def, 19 armour) Chargeglean the stralite plate armour (7 def, 19 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 4 When wielded/worn: Armour: +19 Defense: +7 (+4 eff.) Fatigue: +20% Damage when hit (Melee): 4 lightning Changes resistances: +9% blight / +3% cold Changes damage: +15% lightning Physical save: +13 (+4 eff.) Spell save: +10 (+5 eff.) Life regen: +5.90 Stamina each turn: +1.70 Maximum life: +61.00 Healing mod.: +18% A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Runofang' (2 def, 0 armour) cashmere cloak 'Runofang' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +1 Con Changes resistances: +1% physical Spell save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -20.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chargetickler ChargeticklerInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +7 (+4 eff.) Damage when hit (Melee): 4 lightning / 4 acid Changes stats: +6 Lck Changes resistances: +10% mind / +14% temporal Changes resistances penetration: +5% acid Changes damage: +9% lightning Confusion immunity: +22% Pinning immunity: +24% Knockback immunity: +20% Reduce all damage from unseen attackers: 11% Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 154) healing infusion of the wizard (heal 154)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 154 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 172) healing infusion of the wizard (heal 172)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 172 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the warrior (+16 for 9 turns, die at -521) heroism infusion of the warrior (+16 for 9 turns, die at -521)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 9 turns. While Heroism is active, you will only die when reaching -521 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
teleportation rune of the wizard (range 100) teleportation rune of the wizard (range 100)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 100 with a minimum range of 15. 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 ability. |
clarifying gold amulet of constitution (+3) =3 con= clarifying gold amulet of constitution (+3) =3 con=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +15% mind Confusion immunity: +24% Amulets can have magical properties. |
copper ring 'Yvemithra' copper ring 'Yvemithra'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes damage: +3% physical Mental save: +20 (+9 eff.) Disarm immunity: +20% Pinning immunity: +15% Rings can have magical properties. |
wizard's copper ring of perseverance wizard's copper ring of perseverancePowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +0.90 Rings can have magical properties. |
Nightsong NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+3 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +5% physical Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Dark Tendrils (costing 40 power out of 50/50) : Effective talent level: 2.0 Power cost: 40 out of 50/50. Range: 6 Travel Speed: instantaneous Is: a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 15 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption =6 con= Vargh Redemption =6 con=Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +6 Con / +4 Wil Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 12.53 cold and 12.99 physical damage (based on Willpower) each turn and knocking opponents back, costing 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
marksman's steel ring of perseverance marksman's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Stun/Freeze immunity: +26% Life regen: +1.10 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. Gunor the yew starstaff (20-24 power, 4 apr, temporal element)Gunor the yew starstaff (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Physical crit. chance: +13.0% Physical power: +7 (+2 eff.) Armour: +6 Defense: +7 (+4 eff.) Effects on melee hit: * 9% chance to blind Changes resistances: +6% darkness Changes damage: +20% temporal Talent granted: +1 Command Staff Critical mult.: +22.00% Mental save: +3 (+2 eff.) Disease immunity: +10% Spellpower: +16 (+5 eff.) Spell crit. chance: +6% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 78.69 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. surging yew vilestaff of fate (20-24 power, 4 apr, fire element)surging yew vilestaff of fate (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% fire Talent granted: +1 Command Staff Physical save: +5 (+2 eff.) Spell save: +11 (+5 eff.) Mental save: +10 (+5 eff.) Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +9 (+3 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
Viperwild the stralite greatmaul (77.5-116.25 power, 3 apr) Viperwild the stralite greatmaul (77.5-116.25 power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 77.5 - 116.3 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +14 nature / +7 temporal When wielded/worn: Damage when hit (Melee): 12 nature Mindpower: +2 (+1 eff.) Mental crit. chance: +6% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. thought-forged dwarven-steel longsword of massacre (29-40.6 power, 4 apr)thought-forged dwarven-steel longsword of massacre (29-40.6 power, 4 apr) Requires: - Strength 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 29.0 - 40.6 Uses stats: 50% Mag, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 11% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +3 Cun / +3 Wil Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. thorny mindstar (8.5-9.35 power, 24 apr, mind damage)thorny mindstar (8.5-9.35 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. PorykiraPorykira Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Physical power: +11 (+3 eff.) Changes stats: +4 Str Changes resistances: +3% light / +9% cold Silence immunity: +10% Teleport immunity: +5% Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. cured leather sling of firecured leather sling of fire Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 2 Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +7 Damage (Ranged): +8 fire When wielded/worn: Changes damage: +10% fire Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. Ragugarab (20/20, 32.5-39 power, 3 apr)Ragugarab (20/20, 32.5-39 power, 3 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 70% Dex, 50% Mag, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 20 Damage (Ranged): +27 insidious poison / +36 mind Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel shield of lightning resistance (+18%) (8 def, 2 armour, 83 block)acidic dwarven-steel shield of lightning resistance (+18%) (8 def, 2 armour, 83 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 6 acid Damage when hit (Melee): 18 acid Changes resistances: +18% lightning Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. dwarven-steel shield of purity (8 def, 2 armour, 80 block)dwarven-steel shield of purity (8 def, 2 armour, 80 block) Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Changes resistances: +12% nature / +11% blight Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. spellwoven woollen robe of the mind (+10%) (0 def, 0 armour)spellwoven woollen robe of the mind (+10%) (0 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +10% mind Changes damage: +10% mind Spell save: +18 (+8 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. steel mail armour (2 def, 6 armour)steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. dwarven-steel mail armour 'Turokalthosta' (3 def, 8 armour)dwarven-steel mail armour 'Turokalthosta' (3 def, 8 armour) Requires: - Strength 28 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +8 Defense: +3 (+2 eff.) Fatigue: +16% Changes stats: +3 Str Changes resistances: +20% acid Reduces incoming crit damage: 5.00% Maximum life: +20.00 A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked stralite mail armour (4 def, 8 armour)spiked stralite mail armour (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical A suit of armour made of mail. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. |
This item will automatically be transmogrified when you leave the level. grounding hardened leather beltgrounding hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +7% lightning / +7% temporal A belt that goes around your waist. |
Bethobeth the linen cloak (1 def, 0 armour) =2 con= Bethobeth the linen cloak (1 def, 0 armour) =2 con=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Con Changes damage: +9% acid Reduces incoming crit damage: 10.00% Physical save: +6 (+2 eff.) Maximum life: +45.00 Infravision radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. cashmere cloak (2 def, 0 armour)cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. scholar's pair of hardened leather boots (0 def, 3 armour)scholar's pair of hardened leather boots (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Spellpower: +4 (+1 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. clarifying cashmere wizard hat of lightning (+18%) (2 def, 0 armour)clarifying cashmere wizard hat of lightning (+18%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun Changes resistances: +18% lightning Changes damage: +12% lightning Mental save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Helm of the Dominated (0 def, 9 armour) Helm of the Dominated (0 def, 9 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+2 eff.) Armour: +9 Fatigue: +4% Changes stats: +2 Str / +4 Mag Talent mastery: +0.20 Race / Doomelf Silence immunity: +30% Spellpower: +10 (+3 eff.) Light radius: -1 Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
This item will automatically be transmogrified when you leave the level. Jetslice the dwarven-steel helm (0 def, 4 armour)Jetslice the dwarven-steel helm (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 8 nature Changes resistances: +9% darkness Changes damage: +3% darkness Physical save: +15 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level. aquamarineaquamarine 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. topaztopaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. quartzquartz 0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Con / +5 Mag Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
brass lantern 'Falolachik' =2 con= brass lantern 'Falolachik' =2 con=Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +5 (+2 eff.) Light radius: +2 Healing mod.: +11% 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. |
bright brass lantern of health bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +4 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. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tempestwedge (dig speed 38 turns) Tempestwedge (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +3% light / +3% lightning Changes damage: +6% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Barezilakalthorab the Thunderglamour [power 241] (9 cooldown) Barezilakalthorab the Thunderglamour [power 241] (9 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Effects on melee hit: * 40% chance to daze Reduces incoming crit damage: 5.00% Knockback immunity: +15% It can be used to creates a wall of flames lasting 4 turns (dealing 217 fire damage overall), putting all charms on cooldown for 9 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
This item will automatically be transmogrified when you leave the level. Bygotir [power 235] (10 cooldown)Bygotir [power 235] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +5% arcane Talent cooldown: Void Blast (+6 turn) Talent granted: +3 Void Blast Maximum mana: +20.00 Maximum vim: +5.00 It can be used to fire a bolt of a random element with (base) damage 118 to 235, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Eremysadin the yew wand of conjuration [power 409] (16 cooldown) Eremysadin the yew wand of conjuration [power 409] (16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Fatigue: -2% Critical mult.: +6.00% Maximum encumbrance: +10 Life regen: +0.40 It can be used to fire a bolt of a random element with (base) damage 204 to 409, putting all charms on cooldown for 16 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Ay ay captain! (Insane (Roguelike) difficulty)
Turn into a pirate!By Atziri the Yeek Doombringer level 23
50th Regrowth 123rd year of Ascendancy at 09:18 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Atziri the Yeek Doombringer level 8
1st Summertide 122nd year of Ascendancy at 03:29 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Atziri the Yeek Doombringer level 21
44th Regrowth 123rd year of Ascendancy at 03:03 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Atziri the Yeek Doombringer level 29
78th Regrowth 123rd year of Ascendancy at 15:39 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Atziri the Yeek Doombringer level 6
78th Pyre 122nd year of Ascendancy at 17:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Atziri the Yeek Doombringer level 10
27th Dusk 122nd year of Ascendancy at 14:30 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Atziri the Yeek Doombringer level 20
41st Regrowth 123rd year of Ascendancy at 02:47 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Atziri the Yeek Doombringer level 30
78th Regrowth 123rd year of Ascendancy at 15:39 see stats
Once bitten, twice shy (Insane (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Atziri the Yeek Doombringer level 29
66th Regrowth 123rd year of Ascendancy at 21:40 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Atziri the Yeek Doombringer level 19
11st Regrowth 123rd year of Ascendancy at 15:54 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Atziri the Yeek Doombringer level 25
60th Regrowth 123rd year of Ascendancy at 08:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Atziri the Yeek Doombringer level 12
33rd Dusk 122nd year of Ascendancy at 12:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Atziri the Yeek Doombringer level 11
30th Dusk 122nd year of Ascendancy at 16:33 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Atziri the Yeek Doombringer level 29
66th Regrowth 123rd year of Ascendancy at 21:40 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Atziri the Yeek Doombringer level 21
45th Regrowth 123rd year of Ascendancy at 05:27 see stats
Log
Atziri receives 2 healing from Devouring flames from Atziri.
Atziri receives 2 healing from Devouring flames from Atziri.
Atziri receives 2 healing from Devouring flames from Atziri.
Yvuna the water imp's is no longer blazing.
Yvuna the water imp regains their energy.
Atziri receives 2 healing from Devouring flames from Atziri.
Atziri feels pain again.
Xuwyn the squid uses Slime Spit.
Atziri slows down.
Something hits Atziri for 12 cold damage.
Xuwyn the squid's Slime Spit hits Atziri for 119 nature damage.
Xuwyn the squid uses Mana Clash.
Xuwyn the squid hits Atziri for 254 arcane damage.
Abduction is still on cooldown for 1 turns.
Atziri misses Something.
Xuwyn the squid uses Acidbeam.
Xuwyn the squid's mind surges with critical power!
Xuwyn the squid hits Atziri for 248 acid damage.
Atziri is not stunned anymore.
Talent Detonating Charge is ready to use.
Talent Fiery Aegis is ready to use.
Talent Abduction is ready to use.
Xuwyn the squid uses Reclaim.
Saving done.
Saving done.
Saving game...
