











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? 
 Features:
 Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot! 
 
 Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up. 
 
 
 
 
 
 
 
 | 
| Campaign | Maj'Eyal | 
| Mode | Insane Adventure | 
| Sex | Male | 
| Race | Thalore | 
| Class | Doomed | 
| Level / Exp | 20 / 69% | 
| Size | big | 
| Lifes / Deaths | Killed by Assassin Lord at level 18 on the 74th Dusk 122nd year of Ascendancy at 11:070 / 6 Killed by DoReTry at level 18 on the 29th Haze 122nd year of Ascendancy at 20:40 Killed by decaying devourer at level 18 on the 40th Haze 122nd year of Ascendancy at 07:01 Killed by Porithra the sandworm destroyer at level 19 on the 43rd Haze 122nd year of Ascendancy at 20:24 Killed by Urkis, the High Tempest at level 20 on the 53rd Haze 122nd year of Ascendancy at 00:22 Killed by Urkis, the High Tempest at level 20 on the 53rd Haze 122nd year of Ascendancy at 02:52 | 
| Antimagic | Follower | 
Primary Stats
| Strength | 15 (base 10) | 
| Dexterity | 19 (base 10) | 
| Constitution | 18 (base 10) | 
| Magic | 11 (base 10) | 
| Willpower | 62 (base 41) | 
| Cunning | 49 (base 48) | 
Resources
| Life | -72/449 | 
| Hate | 100/100 | 
| Equilibrium | 0 | 
| Healing Factor | 1.1664674904518 | 
| Regeneration | 8.4568893057754 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 4 | 
Offense: Mainhand
| Damage | 24 | 
| Accuracy | 42 | 
| Crit Chance | 16% | 
| APR | 32 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 22 | 
| Accuracy | 42 | 
| Crit Chance | 15% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 5.5 | 
| Crit Chance | 13% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 54 | 
| Crit Chance | 21% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +4% | 
| Nature | +3% | 
| Darkness | +6% | 
| Lightning | +10% | 
| Mind | +5% | 
| All | 0% | 
Offense: Damage Penetration
| Acid | +21% | 
| Fire | +10% | 
| Darkness | +20% | 
| Mind | +5% | 
| Cold | +10% | 
| Nature | +15% | 
Defense: Base
| Armour (hardiness) | 5 (30%) | 
| Defense | 27 | 
| Ranged Defense | 27 | 
| Fatigue | 6 | 
| Physical Save | 24 | 
| Spell Save | 39 | 
| Mental Save | 39 | 
Defense: Resistances
| Acid | + 9%( 70%) | 
| Blight | + 24%( 70%) | 
| Arcane | + 17%( 70%) | 
| Cold | + 37%( 70%) | 
| All | + 2%( 70%) | 
| Lightning | + 37%( 70%) | 
| Temporal | + 11%( 70%) | 
| Darkness | + 16%( 70%) | 
| Fire | + 14%( 70%) | 
| Nature | + 14%( 70%) | 
Defense: Immunities
| Stun Resistance | 38% | 
| Bleed Resistance | 50% | 
| Confusion Resistance | 18% | 
| Fear Resistance | 18% | 
| Instadeath Resistance | 100% | 
| Poison Resistance | 0% | 
| Knockback Resistance | 18% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Movement Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 586% 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. | 
| Infusions | Effective talent level: 1.0Infusion: Wild Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 164 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
Class Talents
| Cursed / Darkness | 1.30 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Shadows | 1.30 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Cursed / Punishments | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Cursed / Force of will | 1.30 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 3/5 | 
Generic Talents
| Psionic / Feedback | 1.00 | 
| 
 | 1/5 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Cursed form | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Cursed / Gestures | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Wild-gift / Antimagic | 1.20 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Cursed / Dark sustenance | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| Race / Thalore | 1.00 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
Effects
Quests
| 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 successfully escorted the lost defiler to the recall portal on level 2 of Trollmire.Escort: lost defiler (level 2 of Trollmire) As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done | 
| You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair.Escort: lost warrior (level 3 of Norgos Lair) As a reward you improved talent Vitality (+1 level(s)). | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair.Escort: repented thief (level 2 of Norgos Lair) As a reward you improved talent Misdirection (+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 treasure It 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 darkness The Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 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 | 
| The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad.Madness of the Ages On the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth has completed an elixir of precision without your aid. You have aided Agrimley the hermit in creating an elixir of focus. 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 bear paw. * You've found the needed red crystal shard. * You've found the needed orc heart. | active | 
| You have been invited to join a group called the Ziguranth, dedicated to opposing magic.The Curse of Magic | done | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe agent of the arena | done | 
| You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people.The beast within 4 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 |  Cyralrayath (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 60% Changes stats: +1 Wil Changes resistances: +3% blight / +6% cold / +9% temporal Changes resistances penetration: +5% mind Life regen: +2.00 Healing mod.: +11% A pair of boots made of leather. | 
| Light source |  Salyldavena Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes stats: +3 Str / +5 Wil Changes damage: +5% mind Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Life regen: +4.00 Only die when reaching: -40.00 life Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. | 
| On head |  Salyldama (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +1 (+0 eff.) Changes stats: +4 Wil Reduces incoming crit damage: 10.00% Physical save: +3 (+1 eff.) Stamina each turn: +1.00 Equilibrium when hit: +0.90 Psi when hit: +0.90 Hate when hit: +0.70 A pointy cloth hat, very wizardly... | 
| On hands |  Lisulewen the Kindleransom (0 def, 2 armour) Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +2 Effects when hit in melee: * 17 arcane resource burn Changes stats: +3 Dex Changes resistances: +3% acid / +11% darkness / +7% blight / +12% fire / +10% arcane Changes resistances penetration: +5% acid / +10% fire Damage affinity(heal): +7% nature Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +20 (+7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  focusing iron torque of psionic shield [power 25]  (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. | 
| On fingers |  Shiverstalker Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag / +3 Wil Changes resistances: +3% darkness / +9% cold Mental save: +6 (+2 eff.) Maximum life: +40.00 Rings make your fingers look great! | 
| On fingers |  psionicist's copper ring of lightning (+20%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +20% lightning Changes damage: +10% lightning Mental save: +4 (+1 eff.) Rings make your fingers look great! | 
| Around neck |  Leleromidil the steel amulet Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +2 Dex / +3 Wil Changes resistances: +12% nature Cut immunity: +50% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 340 life. The life healed will increase with your Mindpower. Amulets make your neck look great! | 
| In main hand |  gifted pulsing mindstar of venom (12-13 power, 32 apr, mind damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 12.0 - 13.2 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 acid Changes resistances: +4% acid Changes resistances penetration: +6% acid Changes damage: +4% acid Talent granted: +1 Attune Mindstar Life regen: +1.00 Mindpower: +17 (+6 eff.) Mental crit. chance: +4% 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. | 
| Around waist |  Barkspar the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Damage when hit (Melee): 4 nature / 6 acid Changes resistances penetration: +10% acid / +10% darkness / +15% nature Changes damage: +3% nature / +6% darkness Spell save: +9 (+3 eff.) Size category: +1 A belt that goes around your waist. | 
| In off hand |  thorny mindstar 'Vilequencher' (9-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +12 acid / +16 nature When wielded/worn: Changes resistances: +6% blight / +21% cold / +5% arcane Talent granted: +1 Attune Mindstar Physical save: +5 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Equilibrium when hit: +0.90 Mindpower: +6 (+2 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. | 
| Cloak |  Elavea the Floebolt (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Wil / +7 Con Changes resistances: +3% blight Changes resistances penetration: +10% cold Mental save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Manayahor the Shaderiver (3 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Effects on melee hit: * 10% chance to reduce armor by 11% Changes stats: +1 Cun Changes resistances: +16% lightning Changes resistances penetration: +10% darkness Maximum psi: +30.00 Mindpower: +15 (+5 eff.) A suit of armour made of leather. | 
Inventory
|  healing infusion of the psychic (heal 183; cd 12) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 nature talent. | 
|  heroism infusion of the psychic (die at -618; dur 6; cd 27) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -618 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1335 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower 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 nature talent. | 
|  movement infusion of the wizard (speed 436%; cd 10) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 increase movement speed by 436% 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 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 nature talent. | 
|  This item will automatically be transmogrified when you leave the level. biting gale rune (damage 90; dur 4; cd 22) 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: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 90.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. | 
|  clarifying copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +10% mind Confusion immunity: +22% Amulets make your neck look great! | 
|  This item will automatically be transmogrified when you leave the level. warrior's steel ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! | 
|  This item will automatically be transmogrified when you leave the level. Emelitta the voratun dagger (40-51 power, 10 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 39.5 - 51.4 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +10.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +18 cold Damage (radius 2) on crit: +12 physical When wielded/worn: Physical crit. chance: +9.0% Physical power: +8 (+4 eff.) Changes stats: +3 Con Changes resistances penetration: +6% physical Critical mult.: +15.00% Disarm immunity: +15% Only die when reaching: -40.00 life Sharp, short and deadly. | 
|  Lightningobsidian the mossy mindstar (4-5 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind 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 (radius 1) on hit: +12 lightning When wielded/worn: Talent granted: +1 Attune Mindstar Life regen: +0.60 Stamina each turn: +3.00 Only die when reaching: -40.00 life Maximum life: +12.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. | 
|  Urthegen the Strikemalice (3-3 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 3.0 - 3.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind 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 (radius 1) on hit: +4 mind When wielded/worn: Changes stats: +2 Cun Changes resistances: +3% lightning Changes damage: +9% mind Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% Light radius: +3 See invisible: +9 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. enhanced iron steamgun of piercing Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +6 Changes stats: +4 Str / +3 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances penetration: +6% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. | 
|  This item will automatically be transmogrified when you leave the level. crackling dwarven-steel steamsaw of physical resistance (+10%) (20-31 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 20.5 - 30.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 1 lightning Changes stats: +3 Dex Changes resistances: +10% lightning / +12% physical Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  This item will automatically be transmogrified when you leave the level. elemental dwarven-steel steamsaw of amnesia (22-34 power, 0 apr) Requires: - Strength 24 - Talent Steam Pool Powered by arcane forces Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 22.5 - 33.8 Uses stat: 100% Str Damage type: Physical bleed Accuracy bonus: +0.2% crit chance (max 25%) Crit. chance: +3.0% Attack speed: 100% Block value: +44 On weapon hit: * Create an explosion dealing 15 acid damage (1/turn) * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Attacks use: 1.0 Steam When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances penetration: +10% acid Changes damage: +9% acid Talent granted: +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! | 
|  Mighty Girdle 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 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. | 
|  Serpentwisp the rough leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% lightning / +9% fire / +6% blight Changes damage: +3% nature Life regen: +0.70 Healing mod.: +10% A belt that goes around your waist. | 
|  Shadowtyphoon Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +2 Con Changes resistances penetration: +5% darkness Mental save: +5 (+2 eff.) Maximum psi: +10.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A belt that goes around your waist. | 
|  rough leather belt 'Aerochak' Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Wil Changes resistances: +6% fire / +6% nature / +6% cold Mental save: +6 (+2 eff.) Poison immunity: +10% Confusion immunity: +20% A belt that goes around your waist. | 
|  rough leather belt 'Velylewe' Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +3 Cun Changes resistances: +6% acid / +6% blight Reduces incoming crit damage: 5.00% Maximum hate: +2.00 A belt that goes around your waist. | 
|  focusing woollen robe of frost (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +5 Mag / +4 Wil Changes resistances: +9% all / +15% cold Changes damage: +10% cold Mana each turn: +0.17 Psi each turn: +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. | 
|  Bregelar the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +1 Changes stats: +8 Con Changes resistances: +6% lightning / +6% temporal Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A pair of boots made of leather. | 
|  pair of dwarven-steel boots 'Murkbloom' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Cun / +3 Con Changes resistances: +9% light Changes resistances penetration: +20% darkness Changes damage: +12% light / +18% darkness Physical save: +16 (+8 eff.) Mental save: +15 (+5 eff.) 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 'Darkcast' (5 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical power: +20 (+10 eff.) Armour: +1 Defense: +5 (+2 eff.) Changes resistances: +3% darkness Changes resistances penetration: +15% darkness Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +3 Cun / +2 Con Physical save: +10 (+5 eff.) Mental save: +12 (+4 eff.) A pair of boots made of leather. | 
|  This item will automatically be transmogrified when you leave the level. restful hardened leather gloves of strength (+3) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+4 eff.) Armour: +2 Changes stats: +3 Str Life regen: +4.00 Stamina each turn: +0.80 Maximum stamina: +19.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  This item will automatically be transmogrified when you leave the level. sand hardened leather gloves of strength (+3) (0 def, 7 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +9 (+5 eff.) Armour: +7 Damage (Melee): 8 physical Changes stats: +3 Str Changes damage: +4% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  Borunarigar the rough leather cap (20 def, 1 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Defense: +20 (+10 eff.) Fatigue: +1% Changes stats: +3 Wil / +2 Cun / +3 Con Changes damage: +6% physical Physical save: +3 (+1 eff.) Mindpower: +3 (+1 eff.) A cap made of leather. | 
|  Hanirek (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +5 Str / +1 Mag / +4 Cun Changes resistances: +6% fire / +3% light / +6% cold Infravision radius: +1 A pointy cloth hat, very wizardly... | 
|  Zebar (0 def, 3 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +4 Cun Changes resistances: +6% cold Changes damage: +12% arcane Allows you to breathe in: water Damage Shield penetration: +30% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  linen wizard hat 'Gyregodar' (11 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +1 Con Changes resistances: +16% acid / +6% temporal Changes damage: +11% acid A pointy cloth hat, very wizardly... | 
|  This item will automatically be transmogrified when you leave the level. iron mail armour of the deep (2 def, 6 armour) Requires: - Heavy armour training - Strength 14 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +7% acid / +6% cold Allows you to breathe in: water A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour (3 def, 8 armour) Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +16% blight / +15% darkness Light radius: +1 A suit of armour made of mail. | 
|  This item will automatically be transmogrified when you leave the level. Ce'Niwen (6 def, 4 armour) Requires: - Strength 14 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: +19% lightning / +6% darkness / +6% cold / +9% fire / +6% nature / +12% mind Changes resistances penetration: +5% mind A suit of armour made of leather. | 
|  This item will automatically be transmogrified when you leave the level. living dwarven-steel shield (0 def, 6 armour, 77.5 block) Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Changes resistances: +12% nature / +10% blight Talent granted: +1 Block Maximum life: +38.00 Handheld deflection devices. | 
|  This item will automatically be transmogrified when you leave the level. steel shield 'Betylaith' (0 def, 10 armour, 78 block) Requires: - Shield usage training - Strength 16 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Accuracy: +9 (+5 eff.) Physical power: +30 (+15 eff.) Armour: +10 Fatigue: +8% Changes stats: +4 Str / +3 Dex Changes damage: +6% physical Talent granted: +1 Block Only die when reaching: -40.00 life Handheld deflection devices. | 
|  4 agate 0.00 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. | 
|  92 alchemist agate 0.00 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. | 
|  aquamarine 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. | 
|  lapis lazuli 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  topaz 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  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. | 
|  6 spinel 0.00 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. | 
|  Bethassra the Forestpiercer Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +3 Str / +1 Dex / +1 Mag Changes resistances penetration: +5% nature Changes damage: +9% physical Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Xanuriayathra the brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Changes stats: +3 Dex / +1 Con Only die when reaching: -40.00 life Maximum stamina: +20.00 Mental crit. chance: +1% Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  Scrying Orb Powered 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) 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 Powered 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. | 
|  This item will automatically be transmogrified when you leave the level. psychokinetic pouch of dwarven-steel shots (19/19, 32-39 power, 3 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 32.5 - 39.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 214 physical damage Damage (Ranged): +5 physical Shots are used with slings to pummel your foes to death. | 
|  Belisus the Hazebutcher [power 110]  (15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +10% cold Mental crit. chance: +4% It can be used to blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. | 
|  Arildassra the ash totem of stinging [power 170]  (15 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +1 Cun / +1 Wil Changes damage: +9% temporal Reduces incoming crit damage: 5.00% It can be used to sting an enemy dealing 175 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  elm totem of healing [power 110]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. | 
|  powerful elm totem of stinging [power 122]  (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. | 
|  amethyst 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. | 
|  ametrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
|  6 citrine 0.00 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. | 
|  4 zircon 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. | 
Achievements
 Antimagic! (Insane (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.
			Antimagic! (Insane (Adventure) difficulty)
			Completed antimagic training in the Ziguranth camp.By DoReTry the Thalore Doomed level 18
53rd Dusk 122nd year of Ascendancy at 13:29 see stats
 Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Insane (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By DoReTry the Thalore Doomed level 12
22nd Dusk 122nd year of Ascendancy at 10:32 see stats
 Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Insane (Adventure) difficulty)
			Got a character to level 10.By DoReTry the Thalore Doomed level 10
14th Dusk 122nd year of Ascendancy at 02:32 see stats
 Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Insane (Adventure) difficulty)
			Got a character to level 20.By DoReTry the Thalore Doomed level 20
44th Haze 122nd year of Ascendancy at 10:57 see stats
 The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Insane (Adventure) difficulty)
			Unlocked Arena mode.By DoReTry the Thalore Doomed level 6
1st Mirth 122nd year of Ascendancy at 09:39 see stats
 Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Insane (Adventure) difficulty)
			Amassed 1000 gold pieces.By DoReTry the Thalore Doomed level 18
74th Dusk 122nd year of Ascendancy at 00:36 see stats
Log
DoReTry receives 6 healing.
Thunderstorm hits Shadow for 81 lightning, 50 lightning, 52 lightning (182 total damage).
Thunderstorm hits DoReTry for 68 lightning, 44 lightning (111 total damage).
Thunderstorm hits Shadow for 88 lightning, 54 lightning, 0 lightning (142 total damage).
Xerema the snow giant chieftain's creeping dark hits Urkis, the High Tempest for (18 absorbed), (18 mana), 0 darkness (0 total damage).
Melee retaliation killed Areth the gwelgoroth!
Thunderstorm killed Shadow!
DoReTry uses Gift of the Woods.
DoReTry starts regenerating health quickly.
DoReTry uses Conversion.
Shadow casts Shadow Flames.
DoReTry receives 218 healing from Conversion.
Urkis, the High Tempest casts Lightning.
You have deflected 10 incoming damage!
DoReTry is caught inside a Hurricane.
Storm drake hatchling misses DoReTry.
Urkis, the High Tempest hits DoReTry for (10 deflected), 333 lightning (333 total damage).
DoReTry is dazed!
DoReTry's manaburn arcane area effect hits Urkis, the High Tempest for (15 absorbed), (15 mana), 0 arcane (0 total damage).
DoReTry's manaburn arcane area effect hits Storm drake hatchling for 0 arcane damage.
DoReTry's manaburn arcane area effect hits Snow giant boulder thrower for 0 arcane damage.
DoReTry's manaburn arcane area effect hits DoReTry for 0 arcane damage.
DoReTry's manaburn arcane area effect hits Snow giant boulder thrower for 0 arcane damage.
Shadow casts Fade.
Shadow fades!
Shadow resists!
Thunderstorm hits Shadow for 0 lightning, 0 lightning, 0 lightning (0 total damage).
Thunderstorm hits DoReTry for 75 lightning damage.
DoReTry the level 20 thalore doomed was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
The unseen force around DoReTry subsides.



















































