Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cursed |
Level / Exp | 14 / 20% |
Size | medium |
Lifes / Deaths | Killed by Glorada the sick wolf at level 14 on the 18th Dusk 122nd year of Ascendancy at 17:37 / 2Killed by Cyrema the giant brown ant at level 14 on the 27th Dusk 122nd year of Ascendancy at 18:32 |
Primary Stats
Strength | 41 (base 40) |
Dexterity | 19 (base 10) |
Constitution | 23 (base 10) |
Magic | 10 (base 10) |
Willpower | 39 (base 31) |
Cunning | 16 (base 10) |
Resources
Life | -98/446 |
Hate | 100/100 |
Healing Factor | 1.1263296820471 |
Regeneration | 0.28158242051178 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 1 |
Offense: Mainhand
Damage | 71 |
Accuracy | 31 |
Crit Chance | 10% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 5 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +26% |
Light | +10% |
Nature | +11% |
Blight | +3% |
Darkness | +3% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +5% |
Light | +20% |
Fire | +15% |
Mind | +35% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 9 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 20 |
Mental Save | 22 |
Defense: Resistances
Lightning | + 58%( 70%) |
Light | + 36%( 70%) |
Temporal | + 16%( 70%) |
Cold | + 20%( 70%) |
Arcane | + 9%( 70%) |
Fire | + 13%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Pinning Resistance | 50% |
Poison Resistance | 50% |
Knockback Resistance | 58% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% 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. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 |
Equipment
On feet | pair of iron boots 'Scumwasp' (Shrouds) (0 def, 3 armour) pair of iron boots 'Scumwasp' (Shrouds) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +3 Con Changes resistances: +6% fire / +7% cold Changes damage: +6% nature Only die when reaching: -20.00 life Curse of Shrouds Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | Cloud Caller (Madness) (0 def, 0 armour) Cloud Caller (Madness) (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Curse of Madness It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 38.09 to 114.27 lightning damage (76.18 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Tool | iron pickaxe 'Kedralen' (dig speed 19 turns) iron pickaxe 'Kedralen' (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +1 Str / +4 Dex / +1 Cun Changes damage: +3% blight Reduces incoming crit damage: 10.00% Maximum life: +21.00 Maximum stamina: +16.00 Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Bokublek the Glinthue Bokublek the GlinthueInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 lightning Changes resistances: +20% lightning / +3% light Changes resistances penetration: +15% light Changes damage: +16% lightning Light radius: +1 Rings make your fingers look great! |
On fingers | Salylrada the Crackletrial Salylrada the CrackletrialCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Dex Changes resistances penetration: +20% mind / +5% lightning Changes damage: +3% darkness Critical mult.: +5.00% Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
Around waist | Mighty Girdle (Corpses) Mighty Girdle (Corpses)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 Curse of Corpses 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. |
In main hand | steel battleaxe 'Ivirevea' (Misfortune) (29-44 power, 2 apr) steel battleaxe 'Ivirevea' (Misfortune) (29-44 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 29.0 - 43.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9 temporal When wielded/worn: Changes stats: +5 Con Changes resistances: +5% arcane / +12% temporal Curse of Misfortune Massive two-handed battleaxes. |
On hands | Spellhunt Remnants (Madness) (1 def, 2 armour) Spellhunt Remnants (Madness) (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Curse of Madness It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Main armor | Eel-skin armour (Nightmares) (16 def, 0 armour) Eel-skin armour (Nightmares) (16 def, 0 armour)Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Defense: +16 (+8 eff.) Fatigue: +2% Changes stats: +3 Cun / +2 Dex Changes resistances: +15% lightning Poison immunity: +50% Pinning immunity: +50% Talent on hit(nature): Call Lightning (10% chance level 2). Curse of Nightmares It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 51.30 to 153.89 lightning damage (102.60 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | Brandvein (Corpses) (1 def, 0 armour) Brandvein (Corpses) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes stats: +3 Wil Changes resistances: +3% fire Changes resistances penetration: +15% fire / +15% mind / +5% light Mental save: +5 (+2 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | copper amulet 'Daimolakath' copper amulet 'Daimolakath'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Con Changes resistances: +11% lightning Stun/Freeze immunity: +22% Only die when reaching: -40.00 life Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; lightning, physical, darkness, fire, light, cold) Prismatic Rune (6 turns; lightning, physical, darkness, fire, light, cold)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 4 lightning, 2 physical, 4 darkness, 4 fire, 4 light, 3 cold It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 60; cd 15) shatter afflictions rune of the psychic (absorb 60; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 60 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 66; cd 15) shatter afflictions rune of the warrior (absorb 66; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 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 Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 117; dur 3; cd 16) shielding rune of the duelist (absorb 117; dur 3; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 117 damage for 3 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Ivibreth' copper amulet 'Ivibreth'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +11% mind Changes damage: +9% mind Critical mult.: +5.00% Confusion immunity: +22% Equilibrium when hit: +0.04 Amulets make your neck look great! |
copper amulet of dexterity (+2) copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Amulets make your neck look great! |
restful copper amulet of dexterity (+3) restful copper amulet of dexterity (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Dex Life regen: +2.00 Amulets make your neck look great! |
iron battleaxe (Misfortune) (15-22 power, 1 apr) iron battleaxe (Misfortune) (15-22 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 15.0 - 22.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Misfortune Massive two-handed battleaxes. |
Cloudglean the iron dagger (Madness) (10-13 power, 5 apr) Cloudglean the iron dagger (Madness) (10-13 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 48% Damage (radius 2) on crit: +8 lightning When wielded/worn: Physical crit. chance: +1.0% Damage when hit (Melee): 4 lightning Maximum life: +20.00 Curse of Madness Sharp, short and deadly. |
Nerivena (Shrouds) (10-14 power, 5 apr) Nerivena (Shrouds) (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 10% chance to reduce armor by 10% Changes resistances: +6% light Confusion immunity: +10% Life regen: +4.00 Curse of Shrouds Sharp, short and deadly. |
Unerring Scalpel (Corpses) (15-20 power, 25 apr) Unerring Scalpel (Corpses) (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Str, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+10 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. Curse of Corpses This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced iron dagger of erosion (Nightmares) (10-12 power, 5 apr) balanced iron dagger of erosion (Nightmares) (10-12 power, 5 apr)Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +6 nature When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+3 eff.) Disarm immunity: +21% Curse of Nightmares Sharp, short and deadly. |
slime-covered iron dagger of massacre (Corpses) (16-21 power, 5 apr) slime-covered iron dagger of massacre (Corpses) (16-21 power, 5 apr)Requires: - Dexterity 11 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.5 - 21.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 48% Curse of Corpses Sharp, short and deadly. |
steel dagger of crippling (Corpses) (10-13 power, 6 apr) steel dagger of crippling (Corpses) (10-13 power, 6 apr)Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +6.0% Curse of Corpses Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Blizzardstrider the steel greatmaul (Nightmares) (28-43 power, 2 apr)Blizzardstrider the steel greatmaul (Nightmares) (28-43 power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 48% On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +16 cold When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Changes resistances: +6% lightning / +3% temporal Changes damage: +6% darkness / +6% cold Curse of Nightmares Massive two-handed mauls. |
Zyruifang the Cloudstalker (Misfortune) (12-17 power, 2 apr) Zyruifang the Cloudstalker (Misfortune) (12-17 power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 48% Damage (radius 1) on hit: +12 lightning / +4 acid When wielded/worn: Changes resistances: +5% arcane / +3% temporal Curse of Misfortune Sharp, long, and deadly. |
thought-forged iron longsword of massacre (Madness) (17-24 power, 2 apr) thought-forged iron longsword of massacre (Madness) (17-24 power, 2 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 17.0 - 23.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 11% chance to reduce all saves and defense by 22 Damage (Melee): +5 mind When wielded/worn: Changes stats: +2 Cun / +2 Wil Curse of Madness Sharp, long, and deadly. |
Zoroddarorain the Flashoracle (Nightmares) (13-18 power, 2 apr) Zoroddarorain the Flashoracle (Nightmares) (13-18 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +9% nature Changes damage: +3% nature Light radius: +3 Curse of Nightmares Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Blackbright (Nightmares) (2-3 power, 12 apr, nature damage)Blackbright (Nightmares) (2-3 power, 12 apr, nature damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +4 light When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% acid / +6% cold / +6% darkness Changes resistances penetration: +15% darkness Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Curse of Nightmares 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. Getuzilakor the Hellstun (Corpses) (10-12 power, 2 apr, fire element)Getuzilakor the Hellstun (Corpses) (10-12 power, 2 apr, fire element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +5% acid Changes damage: +28% fire Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+2 eff.) Spell crit. chance: +7% Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe of crippling (Madness) (13-18 power, 2 apr) balanced iron waraxe of crippling (Madness) (13-18 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +5.0% Defense: +6 (+3 eff.) Disarm immunity: +21% Curse of Madness One-handed war axes. |
Flaresquall the rough leather belt (Shrouds) Flaresquall the rough leather belt (Shrouds)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +1 Str / +2 Con Changes resistances: +3% mind Spell save: +6 (+3 eff.) Size category: +1 Curse of Shrouds A belt that goes around your waist. |
Hettydir (Corpses) Hettydir (Corpses)Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +25 (+13 eff.) Changes resistances: +6% blight / +3% fire / +3% mind Stealth bonus: +5 Silence immunity: +20% Curse of Corpses A belt that goes around your waist. |
Sulfurblood (Nightmares) Sulfurblood (Nightmares)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes resistances: +3% mind Life regen: +0.70 Healing mod.: +11% Curse of Nightmares A belt that goes around your waist. |
insulating rough leather belt of resilience (Shrouds) insulating rough leather belt of resilience (Shrouds)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% fire / +6% cold Maximum life: +34.00 Curse of Shrouds A belt that goes around your waist. |
nightruned rough leather belt of life (Corpses) nightruned rough leather belt of life (Corpses)Powered by arcane forces Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% light / +6% darkness Life regen: +0.60 Healing mod.: +11% Curse of Corpses A belt that goes around your waist. |
Ravenwild (Misfortune) (0 def, 1 armour) Ravenwild (Misfortune) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to reduce damage dealt by 18% Changes stats: +3 Cun / +2 Wil Changes resistances: +3% cold / +3% darkness / +6% temporal Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Curse of Misfortune A pair of boots made of leather. |
dreamer's pair of iron boots (Misfortune) (0 def, 3 armour) dreamer's pair of iron boots (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +2 Wil Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots (Madness) (0 def, 3 armour) grounding pair of iron boots (Madness) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes resistances: +6% lightning / +5% temporal Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Hanelatar' (Madness) (0 def, 3 armour) pair of rough leather boots 'Hanelatar' (Madness) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +2 Mag / +2 Cun Changes resistances: +3% acid Reduces incoming crit damage: 5.00% Infravision radius: +1 Curse of Madness A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets 'Blazewarden' (Corpses) (0 def, 2 armour)dwarven-steel gauntlets 'Blazewarden' (Corpses) (0 def, 2 armour) Requires: - Heavy armour training Infused by arcane disrupting forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +8 Physical power: +7 (+2 eff.) Armour: +2 Fatigue: +3% Changes resistances: +7% blight / +6% darkness Changes resistances penetration: +15% lightning Changes damage: +12% mind Spell save: +14 (+7 eff.) Mental save: +6 (+3 eff.) Equilibrium when hit: +0.04 Hate when firing a critical mind attack: +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of magic (+2) (Nightmares) (0 def, 1 armour) steady rough leather gloves of magic (+2) (Nightmares) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Physical save: +6 (+3 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Korulathaldir the rough leather cap (Madness) (0 def, 1 armour) Korulathaldir the rough leather cap (Madness) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +5% lightning / +6% temporal / +9% fire / +5% arcane / +6% acid Reduces incoming crit damage: 5.00% Teleport immunity: +10% Life regen: +4.00 Curse of Madness A cap made of leather. |
grounding iron helm of constitution (+2) (Misfortune) (0 def, 3 armour) grounding iron helm of constitution (+2) (Misfortune) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con Changes resistances: +5% lightning / +6% temporal Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Quenchquarry' (Nightmares) (0 def, 1 armour) rough leather cap 'Quenchquarry' (Nightmares) (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 6 cold Changes stats: +2 Cun / +3 Wil Changes damage: +12% mind Critical mult.: +5.00% Mental save: +6 (+3 eff.) Mindpower: +13 (+6 eff.) Curse of Nightmares A cap made of leather. |
rough leather cap of the depths (Corpses) (0 def, 1 armour) rough leather cap of the depths (Corpses) (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +6% cold Allows you to breathe in: water Curse of Corpses A cap made of leather. |
stabilizing linen wizard hat (Misfortune) (1 def, 0 armour) stabilizing linen wizard hat (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil Physical save: +6 (+3 eff.) Curse of Misfortune A pointy cloth hat, very wizardly... |
Eremozilayon the iron mail armour (Madness) (2 def, 4 armour) Eremozilayon the iron mail armour (Madness) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +2 Cun / +1 Wil Changes resistances: +11% light / +11% darkness Changes damage: +3% temporal Light radius: +3 Curse of Madness A suit of armour made of mail. |
Poxglean the iron mail armour (Nightmares) (2 def, 4 armour) Poxglean the iron mail armour (Nightmares) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to reduce armor by 10% Changes resistances: +15% lightning / +3% nature Changes resistances penetration: +5% acid Curse of Nightmares A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. Torofang the iron mail armour (Corpses) (2 def, 4 armour)Torofang the iron mail armour (Corpses) (2 def, 4 armour) Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +1 Dex Changes resistances: +11% blight / +11% nature / +6% mind Spell save: +3 (+2 eff.) Silence immunity: +20% Disarm immunity: +10% Curse of Corpses A suit of armour made of mail. |
cleansing iron mail armour of cold resistance (Misfortune) (2 def, 4 armour) cleansing iron mail armour of cold resistance (Misfortune) (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% blight / +15% cold / +11% nature Curse of Misfortune A suit of armour made of mail. |
cleansing cured leather armour of cold resistance (Shrouds) (6 def, 4 armour) cleansing cured leather armour of cold resistance (Shrouds) (6 def, 4 armour)Requires: - Strength 14 Infused by arcane disrupting forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +11% blight / +16% cold / +11% nature Curse of Shrouds A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. acidic steel shield of lightning resistance (+17%) (Misfortune) (0 def, 4 armour, 15-18 power, 40 block)acidic steel shield of lightning resistance (+17%) (Misfortune) (0 def, 4 armour, 15-18 power, 40 block) Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 15.0 - 18.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +40 On weapon hit: * 12% chance to reduce armor by 10% When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 5 acid Damage when hit (Melee): 4 acid Changes resistances: +17% lightning Talent granted: +1 Block Curse of Misfortune Handheld deflection devices. |
4 agate 4 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
112 alchemist agate 112 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Aerolaith' (dig speed 29 turns) iron pickaxe 'Aerolaith' (dig speed 29 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Wil / +4 Cun Changes damage: +6% arcane Spell save: +6 (+3 eff.) Lowers spell cool-downs by: 10% See invisible: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Glitterimmortal' brass lantern 'Glitterimmortal'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight / 10 fire Changes resistances: +6% fire / +3% mind / +6% temporal Changes resistances penetration: +5% light Light radius: +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. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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) Activation costs 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. |
evasive elm wand of conjuration [power 100] (15 cooldown) evasive elm wand of conjuration [power 100] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 126 lightning damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Philip the Cornac Cursed level 10
4th Flare 122nd year of Ascendancy at 01:24 see stats
By Philip the Cornac Cursed level 9
2nd Summertide 122nd year of Ascendancy at 21:50 see stats
By Philip the Cornac Cursed level 14
18th Dusk 122nd year of Ascendancy at 17:37 see stats
Log
Terrified from Cyrema the giant brown ant hits Philip for 1 mind, 1 darkness (2 total damage).
Eilinoriawen the king cobra converts some damage to Psi!
Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) hits Eilinoriawen the king cobra for 3 to psi, 4 fire (7 total damage).
Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) hits Cyrema the giant brown ant for 58 physical, 7 nature, 9 fire (74 total damage).
Terrified from Cyrema the giant brown ant hits Philip for 1 mind, 1 darkness (2 total damage).
Eilinoriawen the king cobra uses Forge Bellows.
Eilinoriawen the king cobra's mind surges with critical power!
Philip is on fire!
Philip resists the forge bellow!
Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) is on fire!
Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) resists the forge bellow!
Eilinoriawen the king cobra hits Philip for 25 mind, 12 fire (38 total damage).
Eilinoriawen the king cobra hits Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) for 13 mind, 6 fire (19 total damage).
Burning from Eilinoriawen the king cobra hits Animated flaming steel greatsword of erosion (Madness) (26-42 power, 2 apr) for 2 fire damage.
Philip uses Blindside.
Philip hits Cyrema the giant brown ant for 116 physical, 9 temporal, 15 light (139 total damage).
Philip is no longer terrified
Burning from Eilinoriawen the king cobra hits Philip for 4 fire damage.
Eilinoriawen the king cobra uses Mind Sear.
Eilinoriawen the king cobra's mind surges with critical power!
Philip begins rampaging!
Eilinoriawen the king cobra hits Philip for 212 mind damage.
Cyrema the giant brown ant uses Slash.
Cyrema the giant brown ant performs a melee critical strike against Philip!
Melee retaliation hits Cyrema the giant brown ant for 7 lightning damage.
Cyrema the giant brown ant hits Philip for 133 physical damage.
Philip the level 14 cornac cursed was swiped to death by Cyrema the giant brown ant on level 1 of Old Forest.