









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 28 / 32% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 28 on the 18th Iron 123rd year of Ascendancy at 18:42 / 1 |
Primary Stats
Strength | 22 (base 12) |
Dexterity | 18 (base 12) |
Constitution | 28 (base 17) |
Magic | 71 (base 55) |
Willpower | 34 (base 10) |
Cunning | 67 (base 47) |
Resources
Life | -144/779 |
Positive | 66/131 |
Negative | 56/131 |
Healing Factor | 1.1456298990388 |
Regeneration | 4.8689270709151 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
See Stealth | 15 |
See Invisible | 15 |
Offense: Mainhand
Damage | 32 |
Accuracy | 17 |
Crit Chance | 21% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | 0% |
Light | +35% |
Nature | +32% |
Blight | +6% |
Physical | +5% |
Mind | +20% |
All | 0% |
Offense: Damage Penetration
Light | +35% |
Nature | +40% |
Blight | +30% |
Physical | +35% |
Mind | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 20 (39.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 54 |
Mental Save | 61 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 17%( 70%) |
Physical | + 23%( 70%) |
Mind | + 31%( 70%) |
All | + 12%( 70%) |
Darkness | + 19%( 70%) |
Light | + 27%( 70%) |
Fire | + 12%( 70%) |
Lightning | + 12%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Confusion Resistance | 44% |
Silence Resistance | 43% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 662% 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
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 182 then cleanse 1 wound, poison, and disease effect. 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 93 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 Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.54 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.54 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | The target is surrounded by a magical shield, absorbing 476/476 damage before it crumbles. Damage Shield |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed giant spider spinneret. * 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: * You've found the needed black mamba head. * '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 hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Silence- +23% Confus- +24% Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +6% blight Res.pen +5% blight ----- def ----- Defense +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +20.00 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 | ![]() 2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+3 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Tool | ![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +9 Mag +6 Wil +4 Cun +5 Con dps ---------- Phys.pwr +8 (+4 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +9% mind Res.pen +10% light ----- def ----- Resists +6% mind ---------- misc Light +1 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +3 Wil +5 Cun dps ---------- Phasing +30% Acc +5 (+3 eff.) ----- def ----- Spell.save +9 (+3 eff.) Mind.save +14 (+3 eff.) Confus- +20% ---------- misc Max.mana +20.00 Max.vim +10.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 25 ----- def ----- Resists +6% mind Max.HP +35.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light +3% mind On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +7 Hardiness +4% Resists +9% mind +10% light Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag +1 Cun +3 Con ----- def ----- Armour +2 Fatigue +3% Resists +6% blight +7% light +8% darkness Phys.save +17 (+5 eff.) Spell.save +5 (+1 eff.) Mind.save +5 (+1 eff.) Max.HP +40.00 HP.reg +4.00 Silence- +20% Disarm- +20% ---------- misc Stam/turn +1.20 Max.stam +10.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 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. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 40.88 to 51.10 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +15% light +12% nature Res.pen +10% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +3 (+0 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Master While equipped: ----- def ----- Phys.save +11 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +13 (+3 eff.) ---------- misc Masteries +0.24 Celestial/Twilight +0.24 Celestial/Circles Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 48.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 105 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +2 Wil +4 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% nature ----- def ----- Resists +11% mind Mind.save +7 (+1 eff.) Confus- +30% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Wil dps ---------- Spell.pwr +10 (+4 eff.) Res.pen +10% blight ----- def ----- Resists +10% light +13% darkness Phys.save +14 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +12 (+3 eff.) Blind- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +12% fire +11% physical Res.pen +10% mind ----- def ----- Resists +11% physical ---------- misc Equi/ret +0.04 Hate/m.crit +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Melee Ret 2 acid ----- def ----- Resists +12% blight +6% fire Spell.save +11 (+3 eff.) Mind.save +9 (+2 eff.) Die.at -40.00 life Cut- +20% Silence- +10% ---------- misc Max.stam +16.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+4 eff.) ----- def ----- Mind.save +6 (+1 eff.) Confus- +20% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+1 eff.) Confus- +21% Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Arcane Power 121% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 light On Hit.r1 +20 light On Hit: * 20% chance to reduce damage dealt by 21% On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +9% darkness Massive two-handed battleaxes. |
![]() 1.0 T2 dagger 1H weapon [Rare] Nature Power 109% 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+ +20 cold While equipped: Stats +5 Str +6 Dex +7 Mag +6 Wil +5 Cun +5 Con dps ---------- Dmg.mod +9% mind Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +3% light ---------- misc Light +2 Sharp, short and deadly. |
![]() 3.0 T2 greatsword 2H weapon [Rare] Nature Power 124% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +8 temporal On Hit: * 20% chance to reduce damage dealt by 21% While equipped: Stats +10 Con +12 Wil dps ---------- Dmg.mod +3% temporal Res.pen +20% temporal Melee Ret 6 fire ----- def ----- Resists +12% fire Max.HP +45.00 Massive two-handed swords. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 147.66 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (295). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T1 staff 2H weapon [Normal] 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% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 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% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% light ---------- misc Mana/turn +0.17 Max.mana +32.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature Power 117% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +9 nature One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego] Nature Power 141% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 nature One-handed war axes. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +3 Mag ----- def ----- Defense +1 (+1 eff.) Resists +6% light Spell.save +6 (+2 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +3 (+1 eff.) Apr +3 ----- def ----- Resists +7% all Mind.save +15 (+3 eff.) ---------- misc See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% arcane ----- def ----- Resists +11% all ---------- misc Max.mana +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +1 Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +1 Silence- +21% Confus- +20% Stun/Frz- +20% ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 3 cold 5 lightning Acc +14 (+8 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Melee+ 7 acid 19 mind 18 darkness Dmg.mod +5% acid On Hit (Melee): * 13% chance to reduce all saves and defense by 25 ----- def ----- Armour +2 Fatigue +3% Resists +7% acid Mind.save -13 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% 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. |
![]() 1.0 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +7 Mind.save +7 (+1 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +2.00 ---------- misc Stam/turn +1.00 Max.stam +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +7 Con dps ---------- Melee Ret 2 fire ----- def ----- Armour +1 Fatigue +1% ---------- misc Light +1 Infravis +3 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness Phys.save +9 (+3 eff.) Mind.save +3 (+0 eff.) Die.at -20.00 life A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun +3 Con dps ---------- Apr +1 ----- def ----- Armour +4 Defense +1 (+1 eff.) Mind.save +6 (+1 eff.) ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +11% light +15% darkness A suit of armour made of mail. |
![]() 9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
![]() 3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Master/Psionic Power 159% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +10 Crit +2.0% Capacity 20 Rld cld 6 Ranged+ +12 acid +15 mind On Hit.r1 +12 acid On Crit.r2 +4 light +16 acid On Hit: * 20% chance to reduce armor by 35% * 24% chance to reduce all saves and defense by 25 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Con ----- def ----- Resists +3% darkness +9% cold ---------- misc Infravis +5 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 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. |
![]() 2.0 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. |
![]() 3.0 T2 shot ammo [Ego] Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 17 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +6 Con dps ---------- Res.pen +10% mind Apr +6 ----- def ----- Resists +6% lightning +6% mind Heal yourself and all friendly characters within 10 spaces for 200 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +1 Str +2 Mag +2 Cun +2 Con Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 1.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By King Nerd the Dwarf Anorithil level 9
30th Voratun 122nd year of Ascendancy at 16:57 see stats
By King Nerd the Dwarf Anorithil level 24
7th Shortage 122nd year of Ascendancy at 01:28 see stats
By King Nerd the Dwarf Anorithil level 10
13rd Profit 122nd year of Ascendancy at 14:07 see stats
By King Nerd the Dwarf Anorithil level 20
15th Wealth 122nd year of Ascendancy at 17:35 see stats
By King Nerd the Dwarf Anorithil level 23
2nd Loss 122nd year of Ascendancy at 12:12 see stats
By King Nerd the Dwarf Anorithil level 19
15th Wealth 122nd year of Ascendancy at 10:55 see stats
By King Nerd the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 19:22 see stats
By King Nerd the Dwarf Anorithil level 9
5th Profit 122nd year of Ascendancy at 07:17 see stats
By King Nerd the Dwarf Anorithil level 9
6th Profit 122nd year of Ascendancy at 22:24 see stats
By King Nerd the Dwarf Anorithil level 24
8th Shortage 122nd year of Ascendancy at 23:43 see stats
By King Nerd the Dwarf Anorithil level 17
9th Wealth 122nd year of Ascendancy at 08:01 see stats
Log
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A shield forms around King Nerd.
King Nerd receives 28 healing from King Nerd's healing light area effect.
Your shield crumbles under the damage!
The shield around King Nerd crumbles.
Hurricane from Urkis, the High Tempest hits King Nerd for (28 absorbed), 76 lightning (76 total damage).
--------------------------------
A shield forms around King Nerd.
King Nerd receives 28 healing from King Nerd's healing light area effect.
Your shield crumbles under the damage!
The shield around King Nerd crumbles.
Hurricane from Urkis, the High Tempest hits King Nerd for (28 absorbed), 97 lightning (97 total damage).
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King Nerd casts Circle of Warding.
King Nerd's spell attains critical power!
King Nerd casts Circle of Sanctity.
King Nerd casts Circle of Shifting Shadows.
King Nerd's spell attains critical power!
King Nerd casts Celestial Surge.
King Nerd's spell attains critical power!
Urkis, the High Tempest slows down.
King Nerd hits Urkis, the High Tempest for 69 light, 63 darkness, 70 light, 63 darkness, 70 light, 63 darkness (397 total damage).
Thunderstorm hits King Nerd for 61 lightning damage.
Urkis, the High Tempest casts Shock.
Urkis, the High Tempest's Shock hits King Nerd for 156 lightning damage.
King Nerd the level 28 dwarf anorithil was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
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A shield forms around King Nerd.