Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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: 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 | Doomelf |
Class | Anorithil |
Level / Exp | 41 / 69% |
Size | medium |
Lifes / Deaths | Killed by Adota the orc warrior at level 41 on the 14th Regrowth 124th year of Ascendancy at 10:45 / 1 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 15 (base 10) |
Constitution | 73 (base 60) |
Magic | 73 (base 60) |
Willpower | 15 (base 10) |
Cunning | 59 (base 45) |
Resources
Life | -134/1276 |
Positive | 146/201 |
Negative | 44/200 |
Steam | 100/100 |
Healing Factor | 1.5307458214728 |
Regeneration | 12.628653027151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 36.114050962765 |
See Invisible | 39.114050962765 |
Offense: Mainhand
Damage | 32 |
Accuracy | 22 |
Crit Chance | 24% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 60 |
Crit Chance | 63% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +20% |
Light | +18% |
Physical | +26% |
Darkness | +57% |
Arcane | +53% |
Cold | +29% |
All | +8% |
Offense: Damage Penetration
Blight | +20% |
Acid | +25% |
Physical | +11% |
Darkness | +10% |
Defense: Base
Armour (hardiness) | 82.5 (85.65183292883%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 28 |
Mental Save | 22 |
Defense: Resistances
Acid | + 33%( 70%) |
Blight | + 31%( 70%) |
Arcane | + 25%( 70%) |
Cold | + 50%( 70%) |
All | + 21%( 70%) |
Darkness | + 43%( 70%) |
Light | + 39%( 70%) |
Lightning | + 52%( 70%) |
Fire | + 24%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 64% |
Disarm Resistance | 34% |
Bleed Resistance | 20% |
Confusion Resistance | 48% |
Silence Resistance | 31% |
Stun Resistance | 95% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 465 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 107 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1107 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% 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 Strength stat. |
Class Talents
Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Eclipse | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Celestial / Sunlight | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
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 Zenanorithil. Escort: injured seer (level 1 of Daikara) | failed |
You failed to protect the injured seer from death by Zenanorithil. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Zenanorithil. Escort: lost defiler (level 3 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You failed to protect the lost warrior from death by Zenanorithil. Escort: lost warrior (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Minotaur. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 174. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of elder vampire blood. * You've found the needed hummerhorn wing. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed vial of greater demon bile. * You've found the needed orc heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 sandworm tooth. * You've found the needed xorn fragment. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe Grand Corruptor died during the attack before he had time to teach you his ways. | failed |
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 | Darkspawner the pair of hardened leather boots (0 def, 3 armour) Darkspawner the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +3 Wil offense ------ Spellpower +20 (+5 eff.) Spellpower/crit +10 Damage +18% arcane +6% cold Ignore resists +10% darkness defense ------ Armor +3 Silence Resist +31% Confus Resist +38% Stun Resist +31% other ------- Mana-on-crit +2.00 A pair of boots made of leather. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 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. |
On head | linen wizard hat 'Ulfokor' (1 def, 0 armour) linen wizard hat 'Ulfokor' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +1 Con offense ------ Spell Crit +3% Spellpower +2 (+0 eff.) defense ------ Defense +1 (+1 eff.) Resistance +3% light +3% fire Spell save +6 (+3 eff.) Life +40.00 other ------- Mana/turn +0.14 See Invisibility +3 A pointy cloth hat, very wizardly... |
Tool | dwarven-steel torque of clear mind 'Tundrazephyr' [power 3] (25 cooldown) dwarven-steel torque of clear mind 'Tundrazephyr' [power 3] (25 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: offense ------ Damage +12% lightning +15% cold +15% darkness When Hit 6 darkness 6 cold defense ------ Resistance +6% lightning +15% cold Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | Islurinor the Murknull Islurinor the Murknull0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun offense ------ Physical Power +6 (+4 eff.) Spellpower +11 (+3 eff.) Mindpower +14 (+6 eff.) On-Hit 12 physical On-Ranged-Hit 13 physical Damage +9% darkness +6% all When Hit 2 acid On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 23 defense ------ Resistance +12% darkness Life Regen +3.00 Stun Resist +22% other ------- Hate-on-crit +2.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
On fingers | Sparkhue the gold ring Sparkhue the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Critical power +20.00% Damage +27% arcane Ignore resists +20% blight Ignore Shields +30% defense ------ Resistance +12% lightning Life +34.00 Disarm Resist +34% Pinning Resist +34% Knockbk Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Rings make your fingers look great! |
Around waist | Ariyamira the drakeskin leather belt Ariyamira the drakeskin leather belt1.0 Encumbrance T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Con offense ------ Physical Crit +2.0% Damage +18% physical Ignore resists +11% physical defense ------ Armor +8 Resistance +6% acid +11% light +9% darkness Physical save +9 (+4 eff.) Anomaly Control +14 Life +130.00 other ------- Max mana +62.00 Max stamina +52.00 Max hate +12.00 Max psi +32.00 Max vim +33.00 Max positive +31.00 Max negative +30.00 A belt that goes around your waist. |
In main hand | elven-wood vilestaff 'Bethyta' (25-30 power, 5 apr, darkness element) elven-wood vilestaff 'Bethyta' (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Nature/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +26% Critical power +26.00% Spellpower +15 (+4 eff.) Damage +25% darkness On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +9% acid +9% nature Life Regen +1.00 Healmod +14% Confus Resist +10% Pinning Resist +10% Stun Resist +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Salovea the hardened leather gloves (0 def, 6 armour) Salovea the hardened leather gloves (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Dex +4 Cun +2 Con offense ------ Physical Crit +3.0% Critical power +40.00% defense ------ Armor +6 Physical save +10 (+5 eff.) other ------- Stamina/turn +3.00 Max vim +30.00 Cooldown Double Strike -1 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 | Elenaleg (5 def, 5 armour) Elenaleg (5 def, 5 armour)2.0 Encumbrance T2 cloth armor [Rare] Arcane While equipped: Stats +4 Cun +5 Mag offense ------ Damage +10% light defense ------ Armor +5 Defense +5 (+3 eff.) Resistance +3% lightning +7% darkness +12% blight +6% cold +8% light +9% all Unlife -40.00 life Life +33.00 Life Regen +4.00 other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick cashmere cloak of the hunter (2 def, 8 armour) thick cashmere cloak of the hunter (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: offense ------ Accuracy +15 (+7 eff.) defense ------ Armor +8 Defense +2 (+1 eff.) Fatigue -7% Resistance +16% cold Life +67.00 other ------- Max stamina +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Xanyvena the steel amulet Xanyvena the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% acid defense ------ Armor +16 Resistance +18% lightning +5% arcane Unlife -80.00 life Cut Resist +20% Pinning Resist +20% Stun Resist +32% Amulets make your neck look great! |
Inventory
medical injector implant (efficiency 124% / cooldown 65%) medical injector implant (efficiency 124% / cooldown 65%)0.1 Encumbrance T1 implant scroll [Normal] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 124% efficiency and cooldown mod of 65%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Rune of the Rift (210.00 temporal damage, removed from time 4 turns) Rune of the Rift (210.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 226.80 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) 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. |
stormshield rune of the titan (threshold 21; blocks 5; dur 4; cd 13) stormshield rune of the titan (threshold 21; blocks 5; dur 4; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 5 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Armour Reinforcement schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp schematic: Headlamp0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Poleremina the gold amulet =Defenses= Poleremina the gold amulet =Defenses=0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: defense ------ Armor +6 Defense +5 (+3 eff.) Resistance +6% acid +2% physical +15% darkness Physical save +16 (+7 eff.) Spell save +18 (+9 eff.) Mind save +17 (+9 eff.) Unlife -80.00 life Amulets make your neck look great! |
voratun amulet 'Galuchik' voratun amulet 'Galuchik'0.1 Encumbrance T5 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Str +6 Wil offense ------ Mindpower +11 (+5 eff.) Spellpower/crit +6 defense ------ Resistance +22% temporal Spell save +6 (+3 eff.) Mind save +11 (+6 eff.) Confus Resist +19% Pinning Resist +40% Knockbk Resist +21% other ------- Vim-on-crit +1.00 Max vim +30.00 Amulets make your neck look great! |
Turagen =Confus Res= Turagen =Confus Res=0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn * 20% chance to slow global speed by 49% defense ------ Resistance +4% physical Spell save +12 (+6 eff.) Mind save +10 (+5 eff.) Unlife -60.00 life Poison Resist +20% Disease Resist +20% Confus Resist +25% Rings make your fingers look great! |
Searterror =Con= Searterror =Con=0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +5 Cun +4 Con offense ------ Physical Power +5 (+3 eff.) Ignore resists +15% physical defense ------ Resistance +9% fire Physical save +14 (+6 eff.) Rings make your fingers look great! |
Glintsever the gold ring =Con= Glintsever the gold ring =Con=0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Str +4 Con defense ------ Resistance +6% lightning +3% fire +12% light +6% temporal Physical save +8 (+4 eff.) other ------- See Invisibility +9 Rings make your fingers look great! |
Layemira the pair of drakeskin leather boots (0 def, 5 armour) =reroll= Layemira the pair of drakeskin leather boots (0 def, 5 armour) =reroll=2.0 Encumbrance T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +1 Wil +5 Cun +10 Con offense ------ Critical power +10.00% Spellpower +13 (+3 eff.) Mindpower +10 (+5 eff.) Move Speed +25% Damage +8% physical When Hit 2 mind defense ------ Armor +5 other ------- Size +1 A pair of boots made of leather. |
drakeskin leather hat 'Xeroda' (0 def, 5 armour) =reroll= drakeskin leather hat 'Xeroda' (0 def, 5 armour) =reroll=2.0 Encumbrance T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +4 Cun +4 Wil offense ------ Spell Crit +3% Critical power +5.00% Mindpower +5 (+2 eff.) Spellpower/crit +4 defense ------ Armor +5 Fatigue +5% Resistance +32% light +38% darkness other ------- Max vim +50.00 A hat made of leather. Very stylish. |
Quasit's Skull (0 def, 12 armour) =stun= Quasit's Skull (0 def, 12 armour) =stun=3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) =stats= Steel Helm of Garkul (0 def, 6 armour) =stats=3.0 Encumbrance T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Erelurodranik (5 def, 9 armour) =water= Erelurodranik (5 def, 9 armour) =water=3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Con offense ------ Physical Power +5 (+3 eff.) Damage +3% blight Ignore resists +15% blight defense ------ Armor +9 Defense +5 (+3 eff.) Fatigue +4% Resistance +4% all +12% cold Physical save +8 (+4 eff.) other ------- Max mana +80.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 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. |
10 spinel 10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 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. |
8 ametrine 8 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. |
8 citrine 8 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. |
4 zircon 4 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. |
10 aquamarine 10 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. |
6 opal 6 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. |
11 topaz 11 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst 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. |
4 onyx 4 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. |
7 lapis lazuli 7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
5 quartz 5 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. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 turquoise 2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 amber 3 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. |
diamond diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Ureslak's Focus Ureslak's Focus0.0 Encumbrance T4 multi-hued gem [Unique] Arcane While equipped: Stats +6 Mag +6 Con Physical Power +12 (+7 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid On Spell Hit: 12% Necrotic Breath level 2 Item imbue powers: Stats +6 Mag +6 Con Physical Power +12 (+7 eff.) Spellpower +12 (+3 eff.) Damage +6% lightning +6% physical +18% darkness +6% fire +6% cold +6% acid This cracked gemstone fell from the remains of the dead Ureslak. It appears to have been turned into a vibrant crystal in whatever process reanimated him. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
1062 alchemist agate 1062 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. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Essence of Bearness Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Heart of Poosh Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns) 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. |
sapper's iron pickaxe (dig speed 29 turns) sapper's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +3 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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) 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. |
Achievements
By Zenanorithil the Doomelf Anorithil level 41
11st Regrowth 124th year of Ascendancy at 09:10 see stats
By Zenanorithil the Doomelf Anorithil level 39
48th Haze 123rd year of Ascendancy at 14:50 see stats
By Zenanorithil the Doomelf Anorithil level 41
4th Allure 124th year of Ascendancy at 13:59 see stats
By Zenanorithil the Doomelf Anorithil level 19
1st Haze 122nd year of Ascendancy at 08:57 see stats
By Zenanorithil the Doomelf Anorithil level 40
3rd Decay 123rd year of Ascendancy at 02:59 see stats
By Zenanorithil the Doomelf Anorithil level 31
7th Dusk 123rd year of Ascendancy at 03:20 see stats
By Zenanorithil the Doomelf Anorithil level 23
76th Haze 122nd year of Ascendancy at 07:40 see stats
By Zenanorithil the Doomelf Anorithil level 31
8th Dusk 123rd year of Ascendancy at 13:56 see stats
By Zenanorithil the Doomelf Anorithil level 23
76th Haze 122nd year of Ascendancy at 12:53 see stats
By Zenanorithil the Doomelf Anorithil level 6
78th Pyre 122nd year of Ascendancy at 09:27 see stats
By Zenanorithil the Doomelf Anorithil level 32
37th Dusk 123rd year of Ascendancy at 23:59 see stats
By Zenanorithil the Doomelf Anorithil level 10
2nd Dusk 122nd year of Ascendancy at 02:13 see stats
By Zenanorithil the Doomelf Anorithil level 20
12nd Haze 122nd year of Ascendancy at 17:09 see stats
By Zenanorithil the Doomelf Anorithil level 30
3rd Flare 123rd year of Ascendancy at 16:20 see stats
By Zenanorithil the Doomelf Anorithil level 40
77th Haze 123rd year of Ascendancy at 11:31 see stats
By Zenanorithil the Doomelf Anorithil level 31
7th Dusk 123rd year of Ascendancy at 03:20 see stats
By Zenanorithil the Doomelf Anorithil level 20
51st Haze 122nd year of Ascendancy at 12:59 see stats
By Zenanorithil the Doomelf Anorithil level 26
4th Regrowth 123rd year of Ascendancy at 19:49 see stats
By Zenanorithil the Doomelf Anorithil level 26
8th Regrowth 123rd year of Ascendancy at 23:34 see stats
By Zenanorithil the Doomelf Anorithil level 10
3rd Dusk 122nd year of Ascendancy at 02:09 see stats
By Zenanorithil the Doomelf Anorithil level 28
71st Pyre 123rd year of Ascendancy at 12:34 see stats
By Zenanorithil the Doomelf Anorithil level 10
4th Dusk 122nd year of Ascendancy at 16:09 see stats
By Zenanorithil the Doomelf Anorithil level 22
70th Haze 122nd year of Ascendancy at 00:11 see stats
By Zenanorithil the Doomelf Anorithil level 22
72nd Haze 122nd year of Ascendancy at 15:40 see stats
By Zenanorithil the Doomelf Anorithil level 17
61st Dusk 122nd year of Ascendancy at 10:22 see stats
By Zenanorithil the Doomelf Anorithil level 38
46th Haze 123rd year of Ascendancy at 10:25 see stats
Log
Webs of Fate hits Zenanorithil for 14 darkness damage.
Adota the orc warrior's Fugue Clone calms down.
Adota the orc warrior calms down.
Talent Searing Light is ready to use.
LIFE LOST WARNING!
Epidemic from Adota the orc warrior hits Zenanorithil for 27 blight damage.
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Zenanorithil casts Haste of the Doomed.
Zenanorithil is out of phase.
Zenanorithil casts Haste of the Doomed.
Talent Moonlight Ray is ready to use.
Epidemic from Adota the orc warrior hits Zenanorithil for 20 blight damage.
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Epidemic from Adota the orc warrior hits Zenanorithil for 20 blight damage.
--------------------------------
Zenanorithil uses Track.
Adota the orc warrior resists the knockback!
Adota the orc warrior's Fugue Clone resists the knockback!
Adota the orc warrior shares damage with his fugue clones!
Adota the orc warrior's Fugue Clone shares damage with his fugue clones!
Zenanorithil's prismatic repulsion area effect hits Adota the orc warrior for (24 shared), 24 light, (29 shared), 29 darkness (52 total damage).
Zenanorithil's prismatic repulsion area effect hits Adota the orc warrior's Fugue Clone for (24 shared), 24 light, (29 shared), 29 darkness (52 total damage).
Zenanorithil's defensive darkness area effect hits Adota the orc warrior for (41 shared), 41 darkness (41 total damage).
Zenanorithil's defensive darkness area effect hits Adota the orc warrior's Fugue Clone for (41 shared), 41 darkness (41 total damage).
Adota the orc warrior roars triumphantly.
Epidemic from Adota the orc warrior hits Zenanorithil for 20 blight damage.
Zenanorithil the level 41 doomelf anorithil was tainted to death by Adota the orc warrior on level 1 of Lost Dwarven Kingdom of Reknor.