Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.3.0Donators/Buyers bonus! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | MegaTurtle |
| Class | Bulwark |
| Level / Exp | 41 / 5% |
| Size | gargantuan |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 125 (base 60) |
| Dexterity | 50 (base 40) |
| Constitution | 142 (base 60) |
| Magic | 7 (base 11) |
| Willpower | 25 (base 14) |
| Cunning | 64 (base 47) |
Resources
| Life | 2034/2899 |
| Mana | 255/415 |
| Stamina | 208/208 |
| Equilibrium | 20 |
| Healing Factor | 1.23 |
| Regeneration | 44.25749273233 |
Speed
| Mental | -10% |
| Attack | -25% |
| Movement | 0% |
| Spell | -25% |
| Global | +20% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 207 |
| Accuracy | 68 |
| Crit Chance | 47% |
| APR | 16 |
| Speed | 1.11 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 0 |
| Crit Chance | 17% |
| Speed | 1.3333333333333 |
Offense: Mind
| Mindpower | 48.581628589753 |
| Crit Chance | 17% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 188.58473121456 (100%) |
| Defense | 37 |
| Ranged Defense | 41.333333333333 |
| Fatigue | 0 |
| Physical Save | 86.478944303698 |
| Spell Save | 77.411180379625 |
| Mental Save | 47.05 |
Defense: Resistances
| All | + 86%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Pinning Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (2/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 120 life over 5 turns. |
Class Talents
| Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield offense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Shield defense | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Mega Spiked Shell |
| talent | Elemental Harmony |
| talent | Precise Strikes |
| talent | Daunting Presence |
| detrimental effect | The target is blinded, unable to see anything. Blinded |
| detrimental effect | Zone-wide effect: +10% temporal damage, -10% temporal resistance, -10% spell save, -20% pinning immunity. Impossible geometries |
| beneficial effect | You heal for 163.0 health every turn. Mega Turtle Heart Regeneration |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 36. Intimidated |
| detrimental effect | The target is lost in a nightmare that deals 32.09 mind damage each turn and has a 35% chance to cause a random detrimental effect. Waking Nightmare |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the lone alchemist from death by degenerated skeleton warrior. Escort: lone alchemist (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by orc assassin. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost warrior from death by skeleton warrior. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the lost warrior from death by cutpurse. Escort: lost warrior (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +1. | done |
You failed to protect the worried loremaster from death by sick great wolf. Escort: worried loremaster (level 2 of Heart of the Gloom) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn 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 Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 494. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. You have aided Ungrol of Last Hope in creating an elixir of brawn. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Glimmerwreck' (0 def, 12 armour) pair of drakeskin leather boots 'Glimmerwreck' (0 def, 12 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +12 Fatigue: +5% Damage when hit (Melee): 8 light Changes stats: +7 Str / +5 Con Changes resistances: +9% lightning / +11% temporal / +3% light Changes resistances penetration: +20% nature Changes damage: +10% physical Light radius: +1 Infravision radius: +2 Size category: +1 It can be used to activate talent Heave, placing all other charms into a 6 cooldown : Effective talent level: 4.0 Power cost: 6 out of 10/10. Range: melee/personal Travel Speed: instantaneous Description: A mighty kick that pushes your target away 6 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
| Quiver | psychokinetic quiver of elm arrows of wind (19/19, 15.5-21.7 power, 5 apr) psychokinetic quiver of elm arrows of wind (19/19, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 30% Wil, 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 19 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +18 physical Arrows are used with bows to pierce your foes to death. |
| Light source | preserving alchemist's lamp preserving alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +5% blight Life regen: +1.30 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+2 eff.) Spell save: +12 (+3 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Bethybretta the Noonmistress (0 def, 27 armour) Bethybretta the Noonmistress (0 def, 27 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +27 Armour Hardiness: +14% Damage (Melee): 15 blight Damage when hit (Melee): 20 light Changes stats: +15 Con Changes resistances: +10% blight / +12% physical Changes resistances penetration: +5% light Changes damage: +9% blight Mental save: +14 (+5 eff.) Maximum life: +77.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On fingers | solipsist's voratun ring of life solipsist's voratun ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +6 Cun / +4 Wil Life regen: +1.30 Maximum life: +78.00 Mindpower: +7 (+2 eff.) Healing mod.: +18% Rings can have magical properties. |
| On fingers | Bethuwe BethuweInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +1 Con Changes resistances: +30% lightning Changes resistances penetration: +10% blight Changes damage: +15% lightning Physical save: +10 (+2 eff.) Life regen: +0.60 Healing mod.: +5% Rings can have magical properties. |
| Around neck | mindweaver's stralite amulet of the eclipse mindweaver's stralite amulet of the eclipsePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Damage (Melee): 10 light / 5 darkness Effects when hit in melee: * 7% chance to inflict damage reduction * 9% chance to blind Changes stats: +3 Wil Changes damage: +7% light / +10% darkness Mental save: +10 (+3 eff.) Confusion immunity: +17% Mindpower: +9 (+3 eff.) Amulets can have magical properties. |
| In main hand | Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr) Razorblade, the Cursed Waraxe (58-81.2 power, 16 apr)Requires: - Strength 42 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 5 Base power: 58.0 - 81.2 Uses stats: 30% Wil, 100% Str Damage type: Physical bleed Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +16 Physical crit. chance: +7.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Str / +4 Dex Changes damage: +10% physical See invisible: +5 This mighty axe can cleave through armour like the sharpest swords, yet hit with all the impact of a heavy club. It is said the wielder will slowly grow mad. This, however, has never been proven - no known possessor of this item has lived to tell the tale. |
| Around waist | grounding drakeskin leather belt of recklessness grounding drakeskin leather belt of recklessnessInfused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Changes resistances: +10% lightning / +8% temporal Critical mult.: +11.00% A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-57.6 power, 320 block) Titanic (20 def, 18 armour, 48-57.6 power, 320 block)Requires: - Strength 37 - Talent Armour Training (level 2) Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+8 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Talent granted: +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Cold Shoulder (0 def, 5 armour) Cold Shoulder (0 def, 5 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Armour: +5 Fatigue: +0% Damage when hit (Melee): 50 cold Changes resistances: +8% cold Changes damage: +16% cold Slow any enemy that attacks you from 5 tiles or more away by 35% for 2 turns. It can be used to activate talent Ice Wall (costing 11 power out of 30/30) : Effective talent level: 3.0 Power cost: 11 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Summons an icy wall of 5 length for 6 turns. Ice walls are transparent, but block projectiles and enemies. Ice walls also emit freezing cold, dealing 7.46 damage for each ice wall within radius 1 of an enemy, and with each wall giving a 25% chance to freeze an enemy. This cold cannot hurt the talent user or their allies. Each point in cold drake talents also increases your cold resistance by 1%. A frozen cloak. You feel cold just by looking at it. |
| Main armor | searing stralite plate armour of command (20 def, 20 armour) searing stralite plate armour of command (20 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Powered by arcane forces Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +20 (+8 eff.) Fatigue: +26% Damage (Melee): 16 acid / 13 fire Damage when hit (Melee): 13 acid / 15 fire Changes stats: +4 Cun Changes resistances: +19% acid / +24% fire Mental save: +14 (+5 eff.) A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled 'Gems and their uses' Ancient Tome titled 'Gems and their uses'0.10 Encumbrance. [Plot Item] Type: scroll / tome Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
This item will automatically be transmogrified when you leave the level. voratun greatsword of crippling (65-104 power, 4 apr)voratun greatsword of crippling (65-104 power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 5 It must be held with both hands. Base power: 65.0 - 104.0 Uses stats: 30% Wil, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +16.0% Massive two-handed swords. |
Butcher (48-67.2 power, 12 apr) Butcher (48-67.2 power, 12 apr)Requires: - Strength 40 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 48.0 - 67.2 Uses stats: 30% Wil, 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On weapon kill: * Enter a Rampage (Shared cooldown). When wielded/worn: Accuracy: +18 (+4 eff.) Changes stats: +10 Str / +10 Wil / +7 Cun Talent masteries: +0.20 Cursed / Rampage +0.20 Cursed / Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
This item will automatically be transmogrified when you leave the level. verdant elven-silk robe of darkness (+22%) (5 def, 0 armour)verdant elven-silk robe of darkness (+22%) (5 def, 0 armour) Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +6 Con Changes resistances: +22% darkness Changes damage: +20% nature / +15% darkness Poison immunity: +42% Disease immunity: +35% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
agate 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. |
135 alchemist agate 135 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. |
7 onyx 7 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.00 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. |
5 lapis lazuli 5 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+1 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. |
9 sapphire 9 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 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. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 jade 7 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 turquoise 6 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
The Bladed Rift The Bladed RiftPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Damage (Melee): 25 physical bleed Damage when hit (Melee): 25 physical bleed Changes resistances: +15% temporal Changes damage: +10% temporal / +5% physical Spellpower: +10 (+0 eff.) Mindpower: +10 (+3 eff.) This item does not take a turn to use. Activating this item is instant. It can be used to activate talent Animate Blade (costing 9 power out of 25/25) : Effective talent level: 1.0 Power cost: 9 out of 25/25. Range: 10 Travel Speed: instantaneous Is: a spell Description: Open a hole in space, summoning an animate blade for 10 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Mag It can be used to use the orb, costing 1 power out of 1/1. Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 6 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Dex It can be used to use the orb, costing 1 power out of 1/1. Dark visions fill your mind as you lift the orb. It is cold to the touch. |
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. |
5 bloodstone 5 bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 garnet 10 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 ruby 9 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 122 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), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Honeywood Chalice Honeywood ChaliceInfused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +5 Str Changes resistances: +10% nature Changes damage: +5% physical Talent granted: +1 Battle Trance Physical save: +10 (+2 eff.) Life regen: +0.15 Healing mod.: +10% This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
11 amethyst 11 amethyst0.00 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. |
Void Shard Void ShardPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 5 When wielded/worn: Damage when hit (Melee): 16 temporal darkness Changes stats: +8 Mag Changes resistances: +10% darkness / +10% temporal Changes damage: +12% darkness / +12% temporal Spellpower: +10 (+0 eff.) It can be used to release a radius 2 burst of void energy at up to range 5, dealing 117.70 temporal and 117.70 darkness damage (based on Magic), costing 12 power out of 40/40. This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
Resonating Diamond Resonating Diamond0.00 Encumbrance. [Plot Item] Type: gem / white ; tier 5 Gems can be sold for money or used in arcane rituals. |
5 diamond 5 diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+4 eff.) Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
9 quartz 9 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By test4 the MegaTurtle Bulwark level 24
19th Dusk 123rd year of Ascendancy at 00:08 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By test4 the MegaTurtle Bulwark level 36
57th Haze 123rd year of Ascendancy at 19:00 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By test4 the MegaTurtle Bulwark level 23
16th Dusk 123rd year of Ascendancy at 19:03 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By test4 the MegaTurtle Bulwark level 28
51st Dusk 123rd year of Ascendancy at 12:19 see stats
Are you out of your mind?! (Roguelike)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By test4 the MegaTurtle Bulwark level 32
41st Haze 123rd year of Ascendancy at 07:11 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By test4 the MegaTurtle Bulwark level 27
42nd Dusk 123rd year of Ascendancy at 00:09 see stats
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By test4 the MegaTurtle Bulwark level 14
19th Haze 122nd year of Ascendancy at 19:27 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By test4 the MegaTurtle Bulwark level 8
9th Dusk 122nd year of Ascendancy at 15:19 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By test4 the MegaTurtle Bulwark level 25
32nd Dusk 123rd year of Ascendancy at 07:57 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By test4 the MegaTurtle Bulwark level 18
12nd Regrowth 123rd year of Ascendancy at 09:44 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By test4 the MegaTurtle Bulwark level 14
21st Haze 122nd year of Ascendancy at 14:29 see stats
Fear me not! (Roguelike)
Survived the Fearscape!By test4 the MegaTurtle Bulwark level 40
48th Dusk 124th year of Ascendancy at 14:57 see stats
Fear of Fours (Roguelike)
Killed all four bosses of the Slime Tunnels.By test4 the MegaTurtle Bulwark level 40
45th Dusk 124th year of Ascendancy at 21:30 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By test4 the MegaTurtle Bulwark level 12
54th Dusk 122nd year of Ascendancy at 21:11 see stats
I cleared the room of death and all I got was this lousy achievement! (Roguelike)
Killed the seven overpowered wyrms in the "Room of Death" in Vor Armoury.By test4 the MegaTurtle Bulwark level 34
41st Haze 123rd year of Ascendancy at 19:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By test4 the MegaTurtle Bulwark level 10
38th Dusk 122nd year of Ascendancy at 20:20 see stats
Level 20 (Roguelike)
Got a character to level 20.By test4 the MegaTurtle Bulwark level 20
4th Flare 123rd year of Ascendancy at 17:32 see stats
Level 30 (Roguelike)
Got a character to level 30.By test4 the MegaTurtle Bulwark level 30
5th Haze 123rd year of Ascendancy at 10:57 see stats
Level 40 (Roguelike)
Got a character to level 40.By test4 the MegaTurtle Bulwark level 40
19th Dusk 124th year of Ascendancy at 20:47 see stats
Orcrist (Roguelike)
Killed the leaders of the Orc Pride.By test4 the MegaTurtle Bulwark level 40
24th Dusk 124th year of Ascendancy at 09:18 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By test4 the MegaTurtle Bulwark level 13
1st Time of Equilibrium 122nd year of Ascendancy at 11:13 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By test4 the MegaTurtle Bulwark level 16
79th Haze 122nd year of Ascendancy at 07:31 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By test4 the MegaTurtle Bulwark level 21
13rd Dusk 123rd year of Ascendancy at 12:06 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By test4 the MegaTurtle Bulwark level 26
32nd Dusk 123rd year of Ascendancy at 15:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By test4 the MegaTurtle Bulwark level 8
21st Dusk 122nd year of Ascendancy at 20:42 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By test4 the MegaTurtle Bulwark level 37
40th Regrowth 124th year of Ascendancy at 00:54 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By test4 the MegaTurtle Bulwark level 13
9th Haze 122nd year of Ascendancy at 04:25 see stats
The secret city (Roguelike)
Discovered the truth about mages.By test4 the MegaTurtle Bulwark level 13
72nd Dusk 122nd year of Ascendancy at 19:15 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By test4 the MegaTurtle Bulwark level 15
70th Haze 122nd year of Ascendancy at 10:30 see stats
There and back again (Roguelike)
Opened a portal to Maj'Eyal from the Far East.By test4 the MegaTurtle Bulwark level 38
59th Regrowth 124th year of Ascendancy at 15:59 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By test4 the MegaTurtle Bulwark level 28
51st Dusk 123rd year of Ascendancy at 17:19 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By test4 the MegaTurtle Bulwark level 17
4th Decay 122nd year of Ascendancy at 21:09 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By test4 the MegaTurtle Bulwark level 22
16th Dusk 123rd year of Ascendancy at 15:05 see stats
Log
Test4's Inner Demon's morale has been lowered.
Test4's Inner Demon is recovering from the damage!
Test4's morale has been lowered.
Test4 resists the shield bash!
Shield of Light hits test4 for (9 resist armour), 0 lightning, (36 resist armour), 55 light (55 total damage).
Xathra the nightmare horror hits Test4's Inner Demon for (36 resist armour), 421 light (421 total damage).
Xathra the nightmare horror hits test4 for , (9 resist armour), 0 lightning, (36 resist armour), 55 light, , (13 resist armour), 0 lightning, (36 resist armour), 92 light, (36 resist armour), 779 light (926 total damage).
Mega Spiked Shell hits Xathra the nightmare horror for (27 absorbed), 0 light (0 total damage).
Mega Spiked Shell hits Xathra the nightmare horror for (14 blocked), 0 lightning, (5 absorbed), (5 absorbed), 0 light, (14 blocked), 0 lightning, (5 absorbed), (5 absorbed), 0 light, (14 blocked), 0 lightning, (6 absorbed), (6 absorbed), 0 light, (93 absorbed), 0 light (0 total damage).
test4 hits Xathra the nightmare horror for (10 absorbed), (10 absorbed), 0 light, (15 blocked), 0 fire, , (13 blocked), 0 acid, , (50 blocked), 0 cold, (10 absorbed), (10 absorbed), 0 light, (15 blocked), 0 fire, , (13 blocked), 0 acid, , (50 blocked), 0 cold, (4 absorbed), (17 absorbed), 0 light, (15 blocked), 0 fire, , (13 blocked), 0 acid, , (50 blocked), 0 cold (0 total damage).
Test4's Inner Demon hits Test4's Inner Demon for 84 healing, 71 healing (0 total damage) [155 healing].
Test4 loses sight!
Test4 succumbs to the nightmare!
Test4 is no longer dominated.
Mega Spiked Shell hits Xathra the nightmare horror for 0 darkness damage.
test4 receives 71 healing.
Waking Nightmare from Xathra the nightmare horror hits test4 for (17 resist armour), 0 darkness (0 total damage).
Something performs a melee critical strike against test4!
Something performs a melee critical strike against test4!
test4 hits Something for (10 resist armour), 0 light, (4 resist armour), 0 fire, , (4 resist armour), 0 acid, , (17 resist armour), 0 cold, (10 resist armour), 0 light, (4 resist armour), 0 fire, , (4 resist armour), 0 acid, , (17 resist armour), 0 cold, (10 resist armour), 0 light, (4 resist armour), 0 fire, , (4 resist armour), 0 acid, , (17 resist armour), 0 cold (0 total damage).
Mega Spiked Shell hits test4 for (8 resist armour), 0 light, (6 resist armour), 0 fire, (6 resist armour), 0 acid, (8 resist armour), 0 cold, (3 resist armour), 0 light, (2 resist armour), 0 fire, (2 resist armour), 0 acid, (3 resist armour), 0 cold, (3 resist armour), 0 light, (2 resist armour), 0 fire, (2 resist armour), 0 acid, (3 resist armour), 0 cold (0 total damage).
Something hits test4 for (6 resist armour), 0 light, (6 resist armour), 0 fire, (7 resist armour), 0 acid, (10 resist armour), 0 blight, (3 resist armour), 0 darkness, (26 resist armour), 0 physical, (2 resist armour), 0 light, (2 resist armour), 0 fire, (2 resist armour), 0 acid, (3 resist armour), 0 blight, (1 resist armour), 0 darkness, (22 resist armour), 0 physical, (2 resist armour), 0 light, (2 resist armour), 0 fire, (2 resist armour), 0 acid, (3 resist armour), 0 blight, (1 resist armour), 0 darkness (0 total damage).
Test4 deactivates Mega Spiked Shell.
Test4 deactivates Precise Strikes.
Test4 recovers sight.
Test4 is free from the nightmare.
Test4 deactivates Daunting Presence.
Test4 has regained its confidence.
Test4 deactivates Elemental Harmony.
