Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ashes of Urh'Rok 1.2.4Official 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 106 / 44% |
Size | medium |
Lifes / Deaths | Killed by Zubovena the bee swarm at level 57 on the 58th Dusk 122nd year of Ascendancy at 20:10 0 / 8Killed by Porimira the crimson ooze at level 63 on the 59th Dusk 122nd year of Ascendancy at 20:36 Killed by Kheet at level 63 on the 59th Dusk 122nd year of Ascendancy at 23:53 Killed by Isuwe the ghast at level 67 on the 9th Haze 122nd year of Ascendancy at 22:53 Killed by Layabrelle the gigantic sandworm tunneler at level 69 on the 18th Haze 122nd year of Ascendancy at 01:16 Killed by Layabrelle the gigantic sandworm tunneler at level 69 on the 18th Haze 122nd year of Ascendancy at 03:00 Killed by Bortoria the halfling at level 69 on the 28th Haze 122nd year of Ascendancy at 11:25 Killed by ghoul at level 106 on the 44th Haze 122nd year of Ascendancy at 23:13 |
Primary Stats
Strength | 33 (base 17) |
Dexterity | 70 (base 39) |
Constitution | 77 (base 69) |
Magic | 146 (base 100) |
Willpower | 134 (base 100) |
Cunning | 85 (base 33) |
Resources
Mana | 1228/1543 |
Equilibrium | 0 |
Vim | 470/470 |
Life | -19/3126 |
Positive | 0/365 |
Paradox | 1069 |
Healing Factor | 1.1 |
Regeneration | 0.275 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 76 |
Accuracy | 62 |
Crit Chance | 59% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 93 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 78.95 |
Crit Chance | 58% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 73.558997008671 (49.238230563662%) |
Defense | 53.2 |
Ranged Defense | 53.866666666667 |
Fatigue | 0 |
Physical Save | 55.108333333333 |
Spell Save | 59.608333333333 |
Mental Save | 60.36875 |
Defense: Resistances
All | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 44% |
Confusion Resistance | 5% |
Poison Resistance | 33% |
Blind Resistance | 5% |
Silence Resistance | 100% |
Bleed Resistance | 44% |
Disarm Resistance | 23% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 24 for 8 turns. While Heroism is active, you will only die when reaching -664 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 609% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Corruption / Bone | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Chronomancy / Stasis | 1.00 |
| 3/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Spell / Arcane elements | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 8/5 |
| 3/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Spell / Earth | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timeline Threading | 1.00 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Spell / Morph | 1.00 |
| 1/5 |
| 1/5 |
| 8/5 |
| 10/5 |
Spell / High magic | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 10/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Gravity | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Chaotic hedgemagic | 1.00 |
| 10/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Timetravel | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 9/5 |
Generic Talents
Chronomancy / Spacetime Weaving | 1.00 |
| 9/5 |
| 6/5 |
| 6/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 10/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Force | 1.00 |
| 10/5 |
| 10/5 |
| 10/5 |
| 10/5 |
Spell / Aegis | 1.00 |
| 10/5 |
| 1/5 |
| 10/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Stone Skin |
talent | Matter Weaving |
talent | Shielding |
talent | Bone Shield |
talent | Phase Pulse |
talent | Reality Smearing |
talent | Disintegration |
talent | Gravity Locus |
talent | Arcane Shield |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is infected by a disease, reducing its strength by 8 and doing 82.67 blight damage per turn. Weakness Disease |
detrimental effect | The target has been splashed with acid, reducing armour by 30% (32). Armor Corroded |
detrimental effect | The target is infected by a disease, reducing its constitution by 13 and doing 77.33 blight damage per turn. Rotting Disease |
detrimental effect | Damage received in the past is returned as 43.39 paradox damage per turn. Reality Smearing |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Kheet. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +1. | done |
You failed to protect the temporal explorer from death by Kheet. Escort: temporal explorer (level 2 of Daikara) | failed |
You failed to protect the temporal explorer from death by fire wyrm. Escort: temporal explorer (level 3 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | dreamer's pair of rough leather boots of void walking (0 def, 1 armour) dreamer's pair of rough leather boots of void walking (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +13% darkness / +13% temporal Changes resistances penetration: +11% darkness / +11% temporal Physical save: +7 (+2 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +13% A pair of boots made of leather. |
Light source | Umbraphage UmbraphageInfused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+2 eff.) Mindpower: +10 (+2 eff.) Light radius: +5 Absorbs all darkness (power 163, based on Willpower and Cunning) within its light radius, increasing in brightness. (current charge 0). It can be used to release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 309.78 darkness damage (based on Mindpower and charge), costing 10 power out of 10/10. This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | cashmere wizard hat 'Splendoursting' (2 def, 0 armour) cashmere wizard hat 'Splendoursting' (2 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 40% chance to blind Changes stats: +4 Mag / +10 Wil / +10 Cun / +5 Con Changes resistances: +3% acid / +6% light / +11% fire / +13% mind / +11% cold Changes resistances penetration: +15% acid / +5% light Changes damage: +6% light / +13% arcane / +25% mind Mindpower: +10 (+2 eff.) It can be used to activate talent Arcane Eye, placing all other charms into a 10 cooldown : Effective talent level: 5.0 Power cost: 10 out of 10/10. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | Glitteroath the dragonbone totem of thorny skin [power 377] (76/77 cooldown) Glitteroath the dragonbone totem of thorny skin [power 377] (76/77 cooldown)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 5 When wielded/worn: Effects on melee hit: * 50% chance to gain 10% of a turn Damage when hit (Melee): 16 mind / 8 light Changes resistances: +6% light / +12% temporal Maximum wards: +5 acid / +5 nature / +5 light Changes damage: +12% mind Talent cooldown: Invoke Tentacle (+5 turn) Talents granted: +1 Invoke Tentacle +12 Rushing Claws +7 Lay Web +1 Ward Light radius: +3 It can be used to harden the skin for 7 turns increasing armour by 377 and armour hardiness by 70%, putting all charms on cooldown for 77 turns. When used: 100% chance to regenerate 62 stamina. Natural totems are made by powerful wilders to store nature power. |
On fingers | Hurolar the voratun ring Hurolar the voratun ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +14 (+4 eff.) Armour: +16 Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +8 Str / +7 Dex / +7 Mag / +7 Wil / +14 Cun Changes resistances: +16% mind / +2% physical / +5% arcane / +32% light Changes damage: +3% temporal / +16% light / +16% mind Blindness immunity: +5% Confusion immunity: +5% Pinning immunity: +10% Spellpower: +12 (+2 eff.) Mindpower: +15 (+3 eff.) Rings can have magical properties. |
On fingers | Eilinedathra the Stokerend Eilinedathra the StokerendPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +18 (+5 eff.) Physical power: +26 (+9 eff.) Fatigue: -15% Effects on melee hit: * 18% chance to cause random gloom Damage (Melee): 21 bleed Effects on ranged hit: * 18% chance to cause random gloom Damage (Ranged): 18 bleed Damage when hit (Melee): 12 physical Changes stats: +13 Str / +12 Dex / +7 Mag / +16 Cun / +9 Con Changes resistances: +36% light / +3% physical Changes damage: +18% light / +6% fire Maximum encumbrance: +36 Silence immunity: +36% Mana each turn: +0.34 Hate when firing a critical mind attack: +3.00 Maximum hate: +13.00 Spellpower: +26 (+5 eff.) Mindpower: +13 (+3 eff.) Healing mod.: +10% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 38%. Rings can have magical properties. |
Around waist | Nereth the Satyrward Nereth the SatyrwardPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +28.0% Armour: +15 Defense: +15 (+5 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +12 Dex / +6 Mag / +5 Wil / +12 Cun Changes resistances: +15% cold / +12% fire Changes resistances penetration: +25% nature Changes damage: +21% temporal / +12% nature / +12% arcane Reduced damage from: +45% Summoned Physical save: +38 (+11 eff.) Mental save: +13 (+3 eff.) Mana each turn: +0.53 Maximum life: +110.00 Maximum mana: +42.00 Mindpower: +12 (+3 eff.) Mental crit. chance: +30% A belt that goes around your waist. |
In main hand | dragonbone vilestaff 'Korahek' (30-36 power, 6 apr, acid element) dragonbone vilestaff 'Korahek' (30-36 power, 6 apr, acid element)Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% Damage (Melee): +4 mind Burst (radius 2) on crit: +8 mind When wielded/worn: Armour: +8 Defense: +48 (+14 eff.) Damage (Melee): 24 % chance of confusion Damage when hit (Melee): 16 mind Changes stats: +12 Wil / +12 Mag Changes resistances: +12% acid Maximum wards: +2 acid Changes resistances penetration: +10% mind / +5% temporal Changes damage: +30% acid Talents granted: +1 Command Staff +4 Ward Mana each turn: +0.40 Maximum mana: +271.00 Maximum hate: +10.00 Spellpower: +77 (+14 eff.) Spell crit. chance: +15% Damage Shield penetration: +100% It can be used to unleash an elemental blastwave, dealing 75.65 - 90.78 acid damage in a radius 6 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Porosetira the Tempestserpent (0 def, 1 armour) Porosetira the Tempestserpent (0 def, 1 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 14 mind / 12 darkness Damage when hit (Melee): 8 lightning Changes stats: +3 Mag / +2 Con Changes damage: +10% arcane Physical save: +12 (+4 eff.) Spell save: +4 (+1 eff.) Mental save: -9 (-3 eff.) Disarm immunity: +23% Mindpower: +4 (+1 eff.) When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 40% Dex, 140% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Reproach (10% chance level 1). On weapon hit: * 40% chance to daze Damage (Melee): +4 lightning / +8 physical / +13 arcane Burst (radius 1) on hit: +12 lightning / +4 arcane Burst (radius 2) on crit: +6 arcane It can be used to activate talent Ruined Earth, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Aerokira the Treewish (2 def, 0 armour) Aerokira the Treewish (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 8 blight Changes stats: +3 Str / +5 Con Changes resistances: +24% lightning / +15% physical / +31% nature / +3% blight Changes damage: +16% lightning / +15% physical / +26% nature Mental save: +24 (+6 eff.) Poison immunity: +33% Disease immunity: +34% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Getehek the Voidvalor (10 def, 0 armour) Getehek the Voidvalor (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +31 (+8 eff.) Armour penetration: +11 Defense: +10 (+3 eff.) Fatigue: -7% Effects on melee hit: * 15% chance to inflict damage reduction Damage when hit (Melee): 4 light Changes stats: +1 Mag Changes resistances: +18% darkness Changes resistances penetration: +24% darkness / +10% arcane Changes damage: +8% darkness / +6% light Critical mult.: +16.00% Stealth bonus: +15 Physical save: +10 (+3 eff.) Maximum life: +76.00 Maximum stamina: +23.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Brodedar the Kindlebile Brodedar the KindlebilePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +5 Mag Changes resistances: +9% fire / +3% temporal Changes resistances penetration: +5% temporal / +10% fire Changes damage: +5% acid / +6% temporal / +5% cold / +11% fire / +5% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
restful copper amulet of strength (+2) restful copper amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Life regen: +1.00 Amulets can have magical properties. |
warrior's copper amulet warrior's copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6% physical Stamina each turn: +0.20 Amulets can have magical properties. |
Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +9 Mag / +9 Wil / +4 Cun / +2 Con Changes damage: +18% temporal Spell save: +12 (+3 eff.) Mental save: +28 (+7 eff.) Psi when hit: +0.12 Maximum stamina: +16.00 Spellpower: +14 (+3 eff.) It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Rings can have magical properties. |
Kor's Fall (10-12 power, 0 apr, physical element) Kor's Fall (10-12 power, 0 apr, physical element)Requires: - Magic 25 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +0 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Changes damage: +10% acid / +10% fire / +10% darkness / +10% blight Talent mastery: +0.10 Corruption / Bone Talent granted: +1 Command Staff Spellpower: +7 (+1 eff.) Spell crit. chance: +8% See invisible: +2 It can be used to activate talent Bone Spear (costing 6 power out of 6/6) : Effective talent level: 3.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a spell Description: Conjures up a spear of bones, doing 211.00 physical damage to all targets in line. The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
dragonbone starstaff 'Mayenn' (38-45.6 power, 6 apr, temporal element) dragonbone starstaff 'Mayenn' (38-45.6 power, 6 apr, temporal element)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 38.0 - 45.6 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +12.0% Changes resistances: +5% arcane Changes damage: +38% temporal Talent granted: +1 Command Staff Critical mult.: +16.00% Mental save: +9 (+2 eff.) Mana each turn: +0.19 Spellpower: +37 (+7 eff.) Spell crit. chance: +5% Mindpower: +6 (+1 eff.) Mental crit. chance: +3% It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak of battle (1 def, 0 armour) linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+0 eff.) Fatigue: -3% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +8% blight Life regen: +2.10 Maximum life: +43.00 Healing mod.: +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gravity Boots (0 def, 4 armour) Gravity Boots (0 def, 4 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Fatigue: +5% Changes damage: +10% physical Talent mastery: +0.20 Chronomancy / Gravity Pinning immunity: -10% Stun/Freeze immunity: +20% Knockback immunity: +20% These boots warp gravity around them, making them exceptionally sturdy. |
miner's pair of rough leather boots (0 def, 6 armour) miner's pair of rough leather boots (0 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +6 Fatigue: +1% Infravision radius: +1 A pair of boots made of leather. |
restorative pair of rough leather boots of rushing (0 def, 1 armour) restorative pair of rough leather boots of rushing (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Str / +3 Con Life regen: +1.80 Healing mod.: +10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
restful rough leather gloves of magic (+2) (0 def, 1 armour) restful rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Life regen: +1.30 Stamina each turn: +0.60 Maximum stamina: +10.00 When used to modify unarmed attacks: Base power: 8.5 - 9.4 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 1). Damage (Melee): +4 arcane Burst (radius 2) on crit: +5 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 8.0 - 8.8 Uses stats: 140% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's rough leather cap of constitution (+2) (0 def, 2 armour) miner's rough leather cap of constitution (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Con Infravision radius: +2 A cap made of leather. |
rough leather cap 'Brenirin' (0 def, 1 armour) rough leather cap 'Brenirin' (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Dex / +3 Mag / +4 Wil / +6 Cun Changes resistances: +6% temporal Changes resistances penetration: +5% arcane Critical mult.: +5.00% Physical save: +11 (+4 eff.) Spell save: +6 (+2 eff.) Mana when firing critical spell: +1.00 Spell crit. chance: +2% Mindpower: +4 (+1 eff.) A cap made of leather. |
Carrionbutcher (5 def, 43 armour) Carrionbutcher (5 def, 43 armour)Requires: - Strength 48 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 When wielded/worn: Armour: +43 Defense: +5 (+2 eff.) Fatigue: +6% Effects on melee hit: * Slows global speed by 50% Damage when hit (Melee): 24 nature Changes stats: +17 Str / +7 Con Changes resistances: +68% lightning / +28% physical / +20% darkness / +42% acid / +13% fire / +3% nature / +35% cold Changes resistances penetration: +15% nature Changes damage: +12% nature / +9% arcane Physical save: +13 (+4 eff.) Life regen: +8.00 Stamina each turn: +1.40 Maximum life: +130.00 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 34 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
6 agate 6 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. |
311 alchemist agate 311 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 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. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
woodsman's iron pickaxe (dig speed 38 turns) woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (173 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+2 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 18 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 21% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (0/1) Rod of Recall (0/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 164/400. 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. |
Emelotha the pouch of iron shots (18/18, 15.5-18.6 power, 1 apr) Emelotha the pouch of iron shots (18/18, 15.5-18.6 power, 1 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by nature 3.00 Encumbrance. [Unique] Type: ammo / shot ; tier 1 Base power: 15.5 - 18.6 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +4.0% Capacity: 18 On weapon hit: * 20% chance to corrode armour * 10% chance to crush the target Damage (Ranged): +7 gravity / +12 mind / +4 acid Burst (radius 1) on hit: +12 acid / +10 fire / +4 mind Shots are used with slings to pummel your foes to death. |
iron torque of kinetic psionic shield [power 25] (76/20 cooldown) iron torque of kinetic psionic shield [power 25] (76/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
3 amethyst 3 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. |
2 ametrine 2 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. |
4 citrine 4 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. |
3 zircon 3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Kheet the Cornac Adventurer level 75
29th Haze 122nd year of Ascendancy at 17:46 see stats
By Kheet the Cornac Adventurer level 11
8th Mirth 122nd year of Ascendancy at 19:17 see stats
By Kheet the Cornac Adventurer level 103
34th Haze 122nd year of Ascendancy at 09:06 see stats
By Kheet the Cornac Adventurer level 58
59th Dusk 122nd year of Ascendancy at 08:24 see stats
By Kheet the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 22:17 see stats
By Kheet the Cornac Adventurer level 20
47th Dusk 122nd year of Ascendancy at 18:50 see stats
By Kheet the Cornac Adventurer level 30
48th Dusk 122nd year of Ascendancy at 22:34 see stats
By Kheet the Cornac Adventurer level 40
56th Dusk 122nd year of Ascendancy at 19:46 see stats
By Kheet the Cornac Adventurer level 50
57th Dusk 122nd year of Ascendancy at 10:25 see stats
By Kheet the Cornac Adventurer level 39
54th Dusk 122nd year of Ascendancy at 08:53 see stats
By Kheet the Cornac Adventurer level 105
34th Haze 122nd year of Ascendancy at 23:53 see stats
By Kheet the Cornac Adventurer level 36
51st Dusk 122nd year of Ascendancy at 04:04 see stats
By Kheet the Cornac Adventurer level 31
49th Dusk 122nd year of Ascendancy at 05:17 see stats
By Kheet the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 22:35 see stats
By Kheet the Cornac Adventurer level 39
54th Dusk 122nd year of Ascendancy at 08:53 see stats
By Kheet the Cornac Adventurer level 17
7th Dusk 122nd year of Ascendancy at 06:11 see stats
By Kheet the Cornac Adventurer level 38
53rd Dusk 122nd year of Ascendancy at 07:19 see stats
Log
Talent Materialize Barrier is ready to use.
Talent Dig is ready to use.
Talent Pulverizing Auger is ready to use.
Ghoul speeds up.
Kheet converts damage to paradox!
Rotting Disease from Ghoul hits Kheet for (9 converted), 21 blight (21 total damage).
Ghoulking diseases Kheet.
Kheet is afflicted by a weakness disease!
Kheet converts damage to paradox!
Ghoul hits Kheet for (9 converted), 21 physical (21 total damage).
Ghoulking hits Kheet for (20 converted), 47 physical (47 total damage).
Skeleton warrior hits Kheet for (45 converted), 104 physical, (104 total damage).
Kheet hits Ghoulking for 14 physical, 3 physical, 15 light, 2 physical, 6 blight, 8 physical, 21 mind, 2 physical, 8 lightning (79 total damage).
Kheet hits Skeleton warrior for (0 absorbed), 14 physical, (0 absorbed), 3 physical, (0 absorbed), 15 light, (0 absorbed), 2 physical, (0 absorbed), 3 blight, (0 absorbed), 8 physical, (0 absorbed), 39 mind, (0 absorbed), 2 physical, (0 absorbed), 8 lightning (93 total damage).
Kheet hits Ghoul for 14 physical, 3 physical, 8 light, 2 physical, 6 blight, 8 physical, 39 mind, 2 physical, 8 lightning (89 total damage).
Kheet converts damage to paradox!
Ghoulking receives 142 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 142 healing from Ghoul's purging blight area effect.
Ghoul receives 142 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits Kheet for (14 converted), 33 blight (33 total damage).
Skeleton warrior receives 142 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 142 healing from Ghoul's purging blight area effect.
Ghoul receives 142 healing from Ghoul's purging blight area effect.
Ghast receives 142 healing from Ghoul's purging blight area effect.
Ghoul receives 142 healing from Ghoul's purging blight area effect.
Skeleton warrior receives 142 healing from Ghoul's purging blight area effect.
Skeleton archer receives 142 healing from Ghoul's purging blight area effect.
Ghoul receives 142 healing from Ghoul's purging blight area effect.
Bleeding from Kheet hits Ghast for 4 physical damage.
Saving game...