











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! 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. 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:
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: 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 | Normal Adventure |
| Sex | Female |
| Race | Higher |
| Class | Arcane Blade |
| Level / Exp | 29 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by thief at level 11 on the 24th Dusk 122nd year of Ascendancy at 21:14 0 / 7Killed by corrupted white jelly at level 14 on the 30th Haze 122nd year of Ascendancy at 00:56 Killed by poison gas trap at level 21 on the 10th Decay 122nd year of Ascendancy at 17:51 Killed by dreaming horror at level 21 on the 2nd Wintertide 123rd year of Ascendancy at 12:38 Killed by Urkis, the High Tempest at level 23 on the 25th Regrowth 123rd year of Ascendancy at 14:56 Killed by Celia at level 26 on the 62nd Pyre 123rd year of Ascendancy at 12:15 Killed by The Master at level 29 on the 6th Mirth 123rd year of Ascendancy at 03:51 |
Primary Stats
| Strength | 44 (base 24) |
| Dexterity | 29 (base 10) |
| Constitution | 23 (base 13) |
| Magic | 99 (base 60) |
| Willpower | 30 (base 10) |
| Cunning | 59 (base 42) |
Resources
| Life | -15/730 |
| Mana | 209/468 |
| Stamina | 132/249 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 3.6071822188419 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 53.872128145023 |
| See Invisible | 54.872128145023 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 51 |
| Crit Chance | 32% |
| APR | 14 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 12 |
| Accuracy | 51 |
| Crit Chance | 31% |
| APR | 13 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +6% |
| Physical | +9% |
| Cold | +15% |
| All | 0% |
| Lightning | +9% |
| Light | +10% |
| Fire | +14% |
| Mind | +12% |
Offense: Damage Penetration
| Physical | +32% |
| Arcane | +55% |
| Mind | +40% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 37 (44.574340358689%) |
| Defense | 72 |
| Ranged Defense | 72 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 47 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Arcane | + 12%( 70%) |
| Cold | + 31%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 10%( 70%) |
| Temporal | + 11%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 9%( 70%) |
Defense: Immunities
| Stun Resistance | 49% |
| Confusion Resistance | 30% |
| Disarm Resistance | 41% |
| Instadeath Resistance | 100% |
| Blind Resistance | 45% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 165 damage for 3 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 76 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved 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 lost sun paladin from death by SpellSword. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by barrow wight. Escort: repented thief (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Foresight (+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. | active |
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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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: 103. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed vial of greater demon bile. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. * You've found the needed chunk of ghoul flesh. 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 giant spider spinneret. * You've found the needed pouch of bone giant dust. * You've found the needed length of troll intestine. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | invigorating pair of hardened leather boots of strife (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Mov.spd +10% Res.pen +7% physical ----- def ----- Armour +3 Fatigue -4% Max.HP +37.00 ---------- misc Stam/turn +0.20 Blindside: Puts all charms on 22 cooldown Level 3.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 16 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Xerabeth2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Con dps ---------- Dmg.mod +9% physical ----- def ----- Defense +10 (+3 eff.) Resists +3% fire Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +6 See.Invis +7 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 | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | Nerutta the drakeskin leather gloves (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Master While equipped: Stats +3 Dex +3 Con dps ---------- Phys.crit +9.0% Spell.crit +12% Mind.crit +5% Crit.mult +9.00% Res.pen +20% arcane +15% mind Acc +14 (+5 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Resists +5% arcane Phys.save +10 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+1 eff.) Disarm- +41% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | innervating steel torque of clear mind [power 2] (1/22 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 24% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Tidezeal the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag +2 Con dps ---------- Dmg.mod +15% cold Res.pen +10% arcane ----- def ----- Resists +24% cold Spell.save +10 (+4 eff.) HP.reg +3.00 Stun/Frz- +29% ---------- misc Max.mana +60.00 Max.stam +15.00 Max.vim +30.00 Rings make your fingers look great! |
| On fingers | Boltthorn0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +6 Wil dps ---------- Dmg.mod +9% lightning +6% acid On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Armour +12 Resists +6% lightning +6% acid Phys.save +12 (+5 eff.) Spell.save +13 (+5 eff.) Mind.save +22 (+7 eff.) Rings make your fingers look great! |
| Around neck | serendipitous gold amulet of soulsearing0.1 T3 amulet jewelry [Ego++] Arcane/Nature While equipped: Stats +7 Lck dps ---------- Crit.mult +15.00% Spell.pwr +7 (+2 eff.) Dmg.mod +6% blight +8% fire Acc +8 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 13% Amulets make your neck look great! |
| In main hand | Amyromalin (117% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 117% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 physical On Hit.r1 +10 fire While equipped: ----- def ----- Armour +4 Defense +15 (+4 eff.) Resists +6% acid +9% nature Phys.save +6 (+3 eff.) Stun/Frz- +20% Sharp, short and deadly. |
| Around waist | noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +25% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
| In off hand | Brandpain (105% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 106% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 fire While equipped: Stats +2 Dex dps ---------- S.pwr/crit +4 Phys.spd +10% Dmg.mod +12% mind +6% fire Phasing +30% Acc +9 (+3 eff.) Sharp, short and deadly. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +11% temporal Spell.save +6 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +13% ---------- misc Max.mana +40.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | prismatic hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +7% acid +7% cold +10% light +13% darkness ---------- misc Breathe water A suit of armour made of leather. |
Inventory
healing infusion of the wizard (heal 256; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 256 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the psychic (speed 490%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 23%; mental; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
clarifying copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
wanderer's steel amulet of the eclipse0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Melee+ 6 light 5 darkness Dmg.mod +6% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 19% * 6% chance to blind ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
copper ring of lightning (+24%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
Chalondur0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Mag ----- def ----- Resists +6% acid Crit.chn- 15.00% Phys.save +9 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) ---------- misc Light +3 Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +9 (+3 eff.) Apr +8 ----- def ----- Armour +8 Defense +11 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +5 (+1 eff.) Rings make your fingers look great! |
shimmering elm magestaff of might (100% power, 2 apr, fire element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+1 eff.) Dmg.mod +10% fire ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm starstaff (100% power, 2 apr, light element)5.0 T1 staff 2H weapon [Ego] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% light ---------- misc Mana/turn +0.11 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elemental iron longsword of amnesia (103% power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Arcane/Psionic Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * Create an explosion dealing 99 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +7% fire Sharp, long, and deadly. |
voratun longsword 'Bregamagund' (152% power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Random Unique] Arcane Power 152% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +13 light +12 mind Against +30% Undead On Hit.r1 +19 fire On Hit: * 25% chance for lightning to strike from the target to a second target dealing 99 damage While equipped: dps ---------- Dmg.mod +6% mind Res.pen +20% mind Melee Ret 2 mind Sharp, long, and deadly. |
Getenik the Toxinsun (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Defense +8 (+2 eff.) Resists +9% blight +3% temporal +6% acid +3% fire Disarm- +20% One-handed war axes. |
truestriking dwarven-steel waraxe of enduring (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego++] Nature/Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Con +7 Wil dps ---------- Res.pen +5% physical Acc +9 (+3 eff.) Apr +7 ----- def ----- Max.HP +27.00 One-handed war axes. |
plaguebringer's iron dagger of crippling (101% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane/Master Power 101% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 28 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% ----- def ----- Disease- +12% Sharp, short and deadly. |
Elenolar the Shockfurnace (9 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% acid ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +6% acid +18% fire +6% lightning ---------- misc Psi/ret +0.08 A suit of armour made of leather. |
rough leather belt of the giants1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
balancing hardened leather belt of burglary1.0 T3 belt armor [Ego++] Master While equipped: Stats +8 Dex +10 Cun +6 Lck dps ---------- Phys.crit +5.0% Mind.crit +8% ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Infravis +5 A belt that goes around your waist. |
spellcowled linen cloak of sorcery (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Flashkiss (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% lightning Res.pen +10% lightning +5% mind ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Stormtrial (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +3% lightning Res.pen +5% mind ----- def ----- Armour +6 Fatigue +3% Resists +3% lightning +6% mind ---------- misc Light +3 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning 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. |
dwarven-steel gauntlets 'Bethyriawen' (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Melee+ 7 acid 5 physical Dmg.mod +5% acid +5% physical +6% temporal Acc +6 (+2 eff.) Apr +8 ----- def ----- Armour +8 Fatigue +3% Resists +5% acid +6% fire +3% mind Crit.chn- 10.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat 'Mayanor' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Spell.crit +3% Spell.pwr +3 (+1 eff.) Res.pen +5% blight Acc +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% mind ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Eclipsedredge (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +3 Str +5 Mag +5 Wil dps ---------- Phys.pwr +25 (+11 eff.) Spell.pwr +3 (+1 eff.) Res.pen +15% light Acc +30 (+9 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +12% darkness Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
6 agate0.0 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. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +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. |
190 alchemist agate0.0 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
miner's iron pickaxe (dig speed 27 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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 (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
overpowered elm wand of shielding [power 164] (1/22 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 164 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 22 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By SpellSword the Higher Arcane Blade level 14
18th Haze 122nd year of Ascendancy at 06:09 see stats
Earth Master
Killed Harkor'Zun.By SpellSword the Higher Arcane Blade level 20
3rd Decay 122nd year of Ascendancy at 07:25 see stats
Exterminator
Killed 1000 creatures.By SpellSword the Higher Arcane Blade level 19
60th Haze 122nd year of Ascendancy at 14:59 see stats
Fear me not!
Survived the Fearscape!By SpellSword the Higher Arcane Blade level 25
50th Pyre 123rd year of Ascendancy at 04:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SpellSword the Higher Arcane Blade level 24
40th Regrowth 123rd year of Ascendancy at 19:10 see stats
Level 10
Got a character to level 10.By SpellSword the Higher Arcane Blade level 10
7th Flare 122nd year of Ascendancy at 03:14 see stats
Level 20
Got a character to level 20.By SpellSword the Higher Arcane Blade level 20
61st Haze 122nd year of Ascendancy at 11:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By SpellSword the Higher Arcane Blade level 24
67th Regrowth 123rd year of Ascendancy at 01:50 see stats
Size matters
Did over 600 damage in one attack.By SpellSword the Higher Arcane Blade level 16
48th Haze 122nd year of Ascendancy at 21:49 see stats
The Arena
Unlocked Arena mode.By SpellSword the Higher Arcane Blade level 11
2nd Dusk 122nd year of Ascendancy at 09:26 see stats
The secret city
Discovered the truth about mages.By SpellSword the Higher Arcane Blade level 13
39th Dusk 122nd year of Ascendancy at 12:47 see stats
Treasure Hunter
Amassed 1000 gold pieces.By SpellSword the Higher Arcane Blade level 21
2nd Wintertide 123rd year of Ascendancy at 16:35 see stats
Log
Ghoulking misses SpellSword.
SpellSword uses Infusion: Healing.
SpellSword receives 289 healing from Infusion: Healing.
Ghoulking's is vulnerable to attacks and effects!
SpellSword casts Lightning.
SpellSword's spell attains critical power!
SpellSword performs a melee critical strike against Ghoulking!
SpellSword casts Lightning.
Ghoulking is fully armored again.
Something hits SpellSword for 19 fire, 19 fire (38 total damage).
SpellSword hits Ghoulking for 27 physical, 10 physical, 6 lightning, 286 lightning, 9 fire, 20 physical, 14 fire, 6 lightning, 195 lightning (573 total damage).
The Master casts Rigor Mortis.
SpellSword feels death coming!
The Master hits SpellSword for 156 cold, 153 darkness (310 total damage).
The Master receives 31 healing from Ghoul's purging blight area effect.
Elder vampire receives 60 healing from Ghoul's purging blight area effect.
Ghoul's purging blight area effect hits SpellSword for 26 blight damage.
Ghoulking receives 41 healing from Ghoul's purging blight area effect.
Thunderstorm hits The Master for 19 lightning damage.
Thunderstorm hits Ghoulking for 24 lightning damage.
Thunderstorm hits Elder vampire for 23 lightning damage.
The Master receives 62 healing from Ghoulking's purging blight area effect.
Ghoulking's purging blight area effect hits SpellSword for 24 blight damage.
Ghoulking receives 82 healing from Ghoulking's purging blight area effect.
Ghoulking misses SpellSword.
The Master casts Freeze.
The Master hits SpellSword for 177 cold damage.
SpellSword the level 29 higher arcane blade was cooled to death by The Master and raised as his tortured undead thrall on level 9 of Dreadfell.
The furious lightning storm around SpellSword calms down and disappears.


















































































































