










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 31 / 8% |
| Size | big |
| Lifes / Deaths | Killed by Saluma the grizzly bear at level 30 on the 28th Dusk 123rd year of Ascendancy at 16:58 / 2Killed by thought-forged bowman at level 31 on the 29th Dusk 123rd year of Ascendancy at 09:07 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 13 (base 10) |
| Magic | 84 (base 60) |
| Willpower | 79 (base 60) |
| Cunning | 24 (base 15) |
Resources
| Life | -242/699 |
| Mana | 262/791 |
| Healing Factor | 1.1783363011315 |
| Regeneration | 6.1862655809404 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
Offense: Mainhand
| Damage | 34 |
| Accuracy | 15 |
| Crit Chance | 17% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +3% |
| Darkness | +6% |
| Cold | +36% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Cold | +20% |
| Lightning | +35% |
| Mind | +25% |
| All | +10% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 3 |
| Physical Save | 18 |
| Spell Save | 45 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 14%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 61%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 43%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Pinning Resistance | 24% |
| Disarm Resistance | 23% |
| Confusion Resistance | 20% |
| Silence Resistance | 33% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 34% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 62 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1138% for 10 turns (130 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 694% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Ice | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.14 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by Aroth the dredgling. Escort: injured seer (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Betesera the giant black ant. Escort: injured seer (level 4 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | 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. The fortress's current energy level is: 6. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed orc heart. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
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! | 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 within7 lumberjacks have died. | 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 | Cyryta (25 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Wil defense ------ Armor +4 Defense +25 (+9 eff.) Fatigue +3% Resistance +6% lightning +8% fire +14% cold Unlife -80.00 life Life +40.00 other ------- Max hate +6.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Emelowyn the Hazestreak1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ Damage +6% darkness +6% cold Ignore resists +10% all Ignore Armor +6 defense ------ Resistance +8% blight +15% cold Physical save +8 (+5 eff.) Life Regen +1.00 Healmod +15% other ------- Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Yvymiwe the Quenchpulverizer (1 def, 0 armour) =wear=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +10% cold defense ------ Defense +1 (+1 eff.) Resistance +33% lightning +9% cold +12% mind Unlife -80.00 life Confus Resist +20% A pointy cloth hat, very wizardly... |
| Tool | iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eilinawyn0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ Spellpower +5 (+2 eff.) Damage +10% cold Accuracy +6 (+5 eff.) defense ------ Resistance +20% cold Life +23.00 Disarm Resist +23% Pinning Resist +24% Knockbk Resist +24% other ------- Light +3 Rings make your fingers look great! |
| On fingers | steel ring 'Hanireldil'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +3 Str +4 Wil offense ------ Physical Power +6 (+3 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+2 eff.) When Hit 2 physical defense ------ Mind save +8 (+4 eff.) Silence Resist +23% other ------- Stamina/turn +3.00 Mana/turn +0.15 Vim-on-crit +1.00 Rings make your fingers look great! |
| Around waist | Lightmire1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +2 Cun +1 Wil offense ------ Critical power +10.00% Damage +3% light +9% mind defense ------ Mind save +6 (+3 eff.) Life +46.00 other ------- Max psi +10.00 A belt that goes around your waist. |
| In main hand | Airborn the yew vilestaff (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +10% Spellpower +15 (+4 eff.) On-Hit 23 arcane Damage +3% mind +20% cold Ignore resists +25% lightning +15% mind other ------- Mana/turn +0.17 Max mana +91.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +7 (+2 eff.) defense ------ Armor +2 other ------- Mana/turn +0.21 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Chalesagar the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +4 Wil defense ------ Resistance +3% acid +1% physical +3% mind +7% all Mind save +3 (+2 eff.) Unlife -80.00 life Life Regen +4.00 Silence Resist +10% other ------- Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Isymitira (1 def, 0 armour) =mana=2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +8 Wil offense ------ Critical power +5.00% When Hit 10 mind defense ------ Defense +1 (+1 eff.) Spell save +6 (+2 eff.) other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Bethynn0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: defense ------ Defense +25 (+9 eff.) Resistance +3% nature +1% physical Life +80.00 Knockbk Resist +10% Teleport Resist +10% other ------- Masteries +0.14 Technique/Combat training Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
rogue's copper ring of sensing =def=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Blind Resist +22% other ------- Infravision +4 See Stealth +7 See Invisibility +7 Rings make your fingers look great! |
Vargh Redemption =con=0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 24.44 cold and 17.97 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
steel ring 'Armorominik' =str=0.1 Encumbrance T2 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +2 Cun +5 Con offense ------ Physical Power +13 (+6 eff.) Spellpower +6 (+2 eff.) Mindpower +12 (+4 eff.) Damage +3% mind +5% all defense ------ Armor +10 Resistance +5% arcane +6% nature Rings make your fingers look great! |
cruel ash magestaff of wizardry (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +8% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +15% cold other ------- Max mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Pureraptor (20-24 power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +29% lightning +30% nature Ignore resists +20% light +15% nature When Hit 6 nature defense ------ Defense +11 (+5 eff.) Resistance +12% light other ------- Light +7 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.3 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 96.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Ulfihor the stralite greatmaul (57-86 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 57.0 - 85.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.5% Attack Speed 100% On Critical: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +20.0% Physical Power +19 (+9 eff.) Mindpower +30 (+10 eff.) Accuracy +10 (+7 eff.) Ignore Armor +4 defense ------ Resistance +5% physical other ------- Max psi +20.00 Massive two-handed mauls. |
Nerylrana the dwarven-steel mace (37-52 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Rare] Master Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Accuracy +20 (+12 eff.) Ignore Armor +11 other ------- Stamina/turn +3.00 EQ when Hit +0.12 Max hate +10.00 Blunt and deadly. |
Shadehue4.0 Encumbrance T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 While equipped: offense ------ Physical Crit +8.0% Damage +15% mind +12% darkness Ignore resists +25% darkness +15% mind Accuracy +18 (+11 eff.) When Hit 6 blight On-Hit (Ranged): * 20% chance to reduce all saves and defense by 27 Longbows are used to shoot arrows at your foes. |
stralite shield 'Cloudbraze' (0 def, 8 armour, 137.5 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ Damage +15% lightning +21% light Ignore resists +20% acid When Hit 10 light defense ------ Armor +8 Fatigue +8% Resistance +18% blight +17% nature +9% lightning Life +91.00 other ------- Talents +1 Block Handheld deflection devices. |
elven-silk robe 'Unroblek' (5 def, 8 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +11% acid +9% physical +26% darkness +12% fire +6% cold defense ------ Armor +8 Defense +5 (+3 eff.) Resistance +18% acid +12% physical +52% darkness +20% fire +5% arcane +15% cold +16% mind +15% all Physical save +16 (+9 eff.) Spell save +18 (+6 eff.) Mind save +28 (+11 eff.) Cut Resist +20% Pinning Resist +10% other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cured leather armour 'Eilinildanne' (21 def, 4 armour) =def=9.0 Encumbrance T2 light armor [Random Unique] Arcane/Master While equipped: offense ------ On-Hit 5 darkness On-Ranged-Hit 5 darkness defense ------ Armor +4 Defense +21 (+8 eff.) Fatigue +7% Resistance +11% temporal +13% darkness +18% cold +12% mind +16% fire Out-of-Phase Defense +13 Out-of-Phase Resistance +13% Out-of-Phase Resilience +11% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A suit of armour made of leather. |
dwarven-steel mail armour 'Issiregovon' (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Rare] Master While equipped: Stats +4 Mag defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Resistance +23% lightning +12% fire +20% darkness +6% nature Crit Resistance 5.00% Spell save +6 (+2 eff.) A suit of armour made of mail. |
Growthlace the dwarven-steel plate armour (0 def, 19 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training ,Str 35 [Rare] Master While equipped: Stats +8 Str +3 Wil offense ------ Damage +6% nature +21% mind When Hit 4 nature defense ------ Armor +19 Fatigue +22% Resistance +10% acid +10% physical +10% cold +10% lightning +10% fire other ------- Max hate +4.00 A suit of armour made of metal plates. |
rough leather belt 'Chalidir' =def=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Defense +10 (+4 eff.) Resistance +3% cold Crit Resistance 5.00% Life Regen +0.90 Healmod +23% Cut Resist +20% A belt that goes around your waist. |
rough leather belt 'Elythra' =str=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Str offense ------ On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +6% fire +3% mind +6% cold Physical save +15 (+8 eff.) A belt that goes around your waist. |
undeterred pair of rough leather boots (0 def, 1 armour) =Undeterred=2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +1 Silence Resist +21% Confus Resist +23% Stun Resist +20% A pair of boots made of leather. |
Kular the pair of iron boots (15 def, 3 armour) =def=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +4 Cun +1 Str offense ------ Accuracy +5 (+4 eff.) defense ------ Armor +3 Defense +15 (+6 eff.) Fatigue +2% other ------- Stamina/turn +0.40 Max stamina +12.00 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Duskstone the pair of voratun boots (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +4 Con offense ------ Damage +10% blight On-Hit (Melee): * 20% chance to slow global speed by 54% * 10% chance to reduce damage dealt by 22% defense ------ Armor +5 Fatigue +4% Resistance +8% lightning +14% temporal +3% nature +3% blight Physical save +16 (+9 eff.) Mind save +21 (+8 eff.) Life Regen +11.00 Healmod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. It was corrupted by the digestive sack. |
Glacierwasp (0 def, 2 armour) =oop=1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: defense ------ Armor +2 Resistance +15% temporal +6% cold Life Regen +4.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +0.70 Max stamina +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand iron gauntlets of strength (+2) (0 def, 7 armour) =str=1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +7 (+3 eff.) On-Hit 6 physical Damage +4% physical defense ------ Armor +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Xanegarin the rough leather cap (0 def, 1 armour) =oop=2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% light +6% blight +6% fire +5% arcane +6% cold Unlife -60.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. |
Zerykhad the Shocksun (26 def, 6 armour) =def=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% lightning defense ------ Armor +6 Defense +26 (+10 eff.) Resistance +22% lightning Spell save +12 (+4 eff.) Healmod +5% Stun Resist +20% A pointy cloth hat, very wizardly... |
Aryldann the Cloudtrencher (0 def, 5 armour)2.0 Encumbrance T5 head armor [Random Unique] Nature/Master While equipped: Stats +2 Cun +12 Dex offense ------ Damage +9% acid Ignore resists +5% lightning +15% acid Ignore Armor +5 defense ------ Armor +5 Fatigue +5% Resistance +9% acid +18% light +35% darkness other ------- Infravision +7 A cap made of leather. |
Belinn the iron helm (0 def, 3 armour) =str=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Str offense ------ Physical Power +20 (+10 eff.) When Hit 6 physical defense ------ Armor +3 Fatigue +5% Physical save +3 (+2 eff.) other ------- Stamina/turn +2.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 32.8 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of the depths (0 def, 4 armour) =water breathe=3.0 Encumbrance T3 head armor [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% Resistance +14% cold other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
10 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
6 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+3 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+7 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+7 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
305 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Xith the Arcparry1.0 Encumbrance T3 lite [Rare] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) Damage +18% lightning +24% acid Ignore resists +15% acid defense ------ Resistance +10% blight +20% darkness +9% acid other ------- Light +4 Infravision +5 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 turn cooldown Effective talent level: 1.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 15 blight damage or heals 23 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Poxhacker (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Ignore resists +25% mind Ignore Armor +5 On-Hit (Melee): * 10% chance to slow global speed by 54% defense ------ Resistance +6% mind +6% fire While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 4.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
focusing elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 110 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Umbraonslaught the elven-wood wand of lightning storm [power 386] (15 cooldown)2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: Stats +8 Cun offense ------ Damage +15% lightning +6% nature Ignore resists +10% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 22% defense ------ Resistance +15% darkness other ------- EQ when Hit +0.08 Create a radius 3 storm for 5 turns. Each turn, creatures within take 86 lightning damage and will be dazed for 1 turn (432 total damage) Puts all charms on 15 turn cooldown 100% to reduce fatigue by 52% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ZenIceCaster the Ogre Archmage level 18
4th Allure 123rd year of Ascendancy at 16:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By ZenIceCaster the Ogre Archmage level 30
46th Pyre 123rd year of Ascendancy at 09:28 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ZenIceCaster the Ogre Archmage level 23
20th Regrowth 123rd year of Ascendancy at 21:13 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By ZenIceCaster the Ogre Archmage level 30
73rd Pyre 123rd year of Ascendancy at 08:16 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By ZenIceCaster the Ogre Archmage level 30
7th Flare 123rd year of Ascendancy at 10:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ZenIceCaster the Ogre Archmage level 10
8th Haze 122nd year of Ascendancy at 17:14 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ZenIceCaster the Ogre Archmage level 20
6th Regrowth 123rd year of Ascendancy at 14:55 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By ZenIceCaster the Ogre Archmage level 30
29th Pyre 123rd year of Ascendancy at 04:23 see stats
Orbituary (Insane (Roguelike) difficulty)
Stabilized the Abashed Expanse to maintain it in orbit.By ZenIceCaster the Ogre Archmage level 3
75th Pyre 122nd year of Ascendancy at 15:52 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By ZenIceCaster the Ogre Archmage level 27
71st Regrowth 123rd year of Ascendancy at 15:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By ZenIceCaster the Ogre Archmage level 20
6th Regrowth 123rd year of Ascendancy at 19:28 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ZenIceCaster the Ogre Archmage level 9
6th Haze 122nd year of Ascendancy at 16:31 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By ZenIceCaster the Ogre Archmage level 27
2nd Pyre 123rd year of Ascendancy at 13:01 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ZenIceCaster the Ogre Archmage level 21
9th Regrowth 123rd year of Ascendancy at 16:09 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ZenIceCaster the Ogre Archmage level 16
68th Haze 122nd year of Ascendancy at 07:06 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By ZenIceCaster the Ogre Archmage level 30
28th Dusk 123rd year of Ascendancy at 16:58 see stats
Log
Restless Night from Aerugalle the large white snake hits ZenIceCaster for 47 mind damage.
Thought-forged bowman uses Steady Shot.
Aerugalle the large white snake receives 13 healing (20 psi heal).
Thought-forged bowman's Steady Shot performs a ranged critical strike against ZenIceCaster!
Thought-forged bowman's Steady Shot hits ZenIceCaster for 456 physical damage.
Aerugalle the large white snake uses Sleep.
Aerugalle the large white snake's mind surges with critical power!
ZenIceCaster has been put to sleep.
LIFE LOST WARNING!
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Keyboard input temporarily disabled.
ZenIceCaster uses Infusion: Movement.
ZenIceCaster is moving at extreme speed!
You are asleep and unable to move!
You are asleep and unable to move!
You are asleep and unable to move!
Talent Ice Shards is ready to use.
Talent Displacement Shield is ready to use.
Restless Night from Aerugalle the large white snake hits ZenIceCaster for 55 mind damage.
Thought-forged bowman shoots!
Aerugalle the large white snake receives 13 healing (19 psi heal).
Aerugalle the large white snake uses Mind Sear.
Aerugalle the large white snake hits ZenIceCaster for 138 mind damage.
ZenIceCaster is no longer sleeping.
Thought-forged bowman's Shoot performs a ranged critical strike against ZenIceCaster!
Thought-forged bowman's Shoot hits ZenIceCaster for 184 physical damage.
ZenIceCaster the level 31 ogre archmage was impaled to death by a thought-forged bowman on level 1 of Noxious Caldera.
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ZenIceCaster is no longer sleeping.



















































































































