









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Gnome 1.2.5Let there be Gnomes! Addon-content: 1. New subrace: Gnomes (included: own starter-zone and quest) 2. Additional zones and quests: About Gnomes: Gnomes are distant relatives of Halflings, albeit a tad smaller in stature and much weaker physique. In the world of Maj_Eyal, not much is known about them for simple reasons: they usually don't leave home to go on adventures, much less to take part in heroic endeavours. People commonly mistake Gnomes for extraordinary small and malformed Halflings, even if that is far from being the truth. The existence of Gnomes as a proper subspecies has passed history unnoticed for centuries, while they lived peacefully, silent and hidden within Halfling society, dedicating their lives to the study of the physical, magical and historical dimensions of Maj'Eyal. In theory, however, gnomes make great adventurers. While they lack any of those physical attributes, that are commonly associated with a lifestyle dedicated to performing heroic deeds, they got the ability to gain advanced knowledge about almost anything related to skillful adventuring. They start their career with two instead of just one racial talent trees and are able to learn new talent types not available to their choosen class. As a result, they make for very flexible game play, but they are challenged by a low life-rating. --- Major Revamp as of 20.12.2014 --- ! ! ! ! ! No compatibility with older versions ! ! ! ! ! Gnomes now offer a truly experimental game experience. Gnomes get two racial trees: - one tree allows them to learn just about any talents associated to different meta themes (they can learn one type each of these groups: technique/cunning, spell/celestial/chronomancy, psionic/wild-gifts, cursed/corruption). - the other tree provides general offensive and defensive benefits as well as resource (stamina, mana, psi, equilibrium) regeneration. As a result, playing as a gnome makes it possible to spice up just about any class with new talent combinations normaly only experienced when playing the Adventurer class. Additonaly, gnomes still start with their Gnomish Pocket Encyclopedia - an item, which at level 30 allows them to pick one further talent type from about just any category (excluding stone wardens talents). Specifics - Stats and Racial Talents: Stat modifiers: -4 Strength, +1 Dexterity, -6 Constitution, +1 Magic, +0 Willpower, +6 Cunning, +0 Luck Update (24.01.2015): - added a visual distinction between generic and class trees in the dialogues where you choose which talent-type to learn Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tentacle Gnomes 1.7.2An update to dao's "Let there be gnomes" to account for the addition of demented talents in Forbidden Cults. Also adds compatibility with Mr Frog's Faetouched (faerie) and HousePet's Verdant (wild-curse). Demented talents can be learned from Depravity and Corruption, faerie talents from the Supernatural, and wild-curse talents from Mind and Nature. Right now, the categories show up as options regardless of which DLC/addons you have. A more elegant coder could have avoided this, but as this does not cause any errors, explosions, or horrors, I'd say it's good enough for me. I am also considering allowing Gnomes to learn Stone Warden talents, once I figure out how to do that. https://te4.org/games/addons/tome/let-there-be-gnomes 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Inferno Race Pack 1.7.0Adds a collection of my races. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Hiveminder Class 1.7.0Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense. Hiveminder talent trees include: Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies! Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up. Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. 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: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Midnight 1.6.7Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Items Vault 1.7.0Donators/Buyers bonus! Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Perfect Perfection 1.7.4Modifies mastery and perfection egos to only roll from what you have unlocked and have at least 1 point in, to reduce useless rolls. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Faetouched Collection 1.7.0In the realm of Titania, the Midsummer Queen, there live the Faeries, mystical beings as graceful as they are fickle. Drama and mayhem spring forth wherever they walk, and those whose lives they touch are forever changed, their fates intertwined with that of the mysterious Faesong. Luminously-beautiful and deadly, those who learn to ride its mercurial ebbs and flows shall wield power far beyond mortal magic. New paths opened by the Fae currently include: Charmed (class): Ordinary creatures drawn haplessly into the faeries' mischief. Adapt to their capricious will and unleash havoc upon the battlefield in a chaotic flash of mist-woven steel! Wood Sprite (race): Eyal-born faeries of wood and wind, mischievous and mobile. Unburdened by heavy armour, fly circles around your witless adversaries before sending them peacefully to their graves in a gentle Midsummer Dream! Moonchild (class): Unfortunate souls infused with the faeries' magic from birth, bent by its will as they bend it to theirs. Shattered between Spring's slothful light and Autumn's merciless chill, find peace within your broken halves to dominate any who oppose you with peerlessly destructive and illusive magic! Fetch (race): Wretched imitations of mortals created by and for the faeries' fancy, forever yearning to be whole. Shatter your body and soul to shift your identity and avoid danger, and mimic the talents of others to make yourself at last complete! Additionally includes a new starting scenario with original art, music, and dialogue, 7 new artifacts, 6 new enemy mobs, and an unlockable Fae-Drake category for Wyrmic. The realm of the Fae is ever-changing, and new paths may yet open in the future! Look not with your eyes, adventurer. The beauty you see hides terror beyond reckoning. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Fallen Meditant class 1.6.0Adds the Fallen Meditant class. The Fallen was once a monk; training in a natural combat style upon a mountain. They have been cast down. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Necromancy+ 1.7.2Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Grove Keeper 1.7.4Adds the Grove Keeper, a Wilder subclass. The Grove Keeper is pirmarily a mindpower-caster with limited summoning ability, but has the option to mix slings, or one-handed weapons and unarmed attacks, into their skill set. They are also able to become proficient with mindstars and focus wholly on mind-casting. Includes advanced class categories favoring either weapon-hybrid or mind-casting play style, with the advanced hybrid tree working equally well for ranged or melee. Full details in the forum. Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Star Elf |
| Class | Adventurer |
| Level / Exp | 27 / 17% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 27 on the 2nd Decay 122nd year of Ascendancy at 10:59 / 2Killed by Grand Corruptor at level 27 on the 2nd Decay 122nd year of Ascendancy at 11:14 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 49 (base 34) |
| Constitution | 12 (base 12) |
| Magic | 12 (base 12) |
| Willpower | 69 (base 45) |
| Cunning | 70 (base 41) |
Resources
| Hate | 106/106 |
| Equilibrium | 0 |
| Life | -116/579 |
| Stamina | 356/356 |
| Psi | 196/206 |
| Healing Factor | 1.0691526171258 |
| Regeneration | 2.4055933885331 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +110% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | 6 |
| See Invisible | 7 |
Offense: Mainhand
| Damage | 81 |
| Accuracy | 53 |
| Crit Chance | 40% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 34 |
| Accuracy | 53 |
| Crit Chance | 40% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 44% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +6% |
| Physical | +6% |
| Cold | +6% |
| All | 0% |
| Darkness | +6% |
| Temporal | +6% |
| Mind | +49% |
| Fire | +3% |
| Lightning | +3% |
Offense: Damage Penetration
| Acid | +12% |
| Blight | +12% |
| Physical | +12% |
| Cold | +12% |
| All | +6% |
| Darkness | +12% |
| Temporal | +11% |
| Mind | +17% |
| Arcane | +11% |
Defense: Base
| Armour (hardiness) | 12 (62.946778433524%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 26 |
| Mental Save | 45 |
Defense: Resistances
| Acid | + 12%( 76%) |
| Blight | + 9%( 76%) |
| Physical | + 10%( 76%) |
| Cold | + 9%( 76%) |
| All | + 3%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 49%( 70%) |
| Mind | + 39%( 76%) |
| Fire | + 9%( 70%) |
| Darkness | + 9%( 76%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 36% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 299 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 695% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Biorhythm | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Punishments | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cunning / Poisons | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Psionic / Perception | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Voracity | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Thoughtless action | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Gloom | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Star elf | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| Wild-gift / Harmony | 1.20 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dreaming | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 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 |
You met an old librarian, who asked you to recover an ancient tome for him. Compile the PastHe promised to reward you plenty and mentioned, that the Mines of Migron might be a good place to start looking. | active |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +8. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Blood Splash (+2 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Radiance (+2 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 |
Most of the soldiers are out in skirmishes with the hated Orcs, as a green recruit you must stay in the relative safety of the Sunwall. Holding the FortThough you itch to fight Orcs, you have been assigned two mundane tasks instead. * You have killed the strange horror causing most of the crop destruction. * The Mad Astrologer is dead, but you can't help feel a sense of impending doom... | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Stire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed length of troll intestine. * You've found the needed red crystal shard. You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed hummerhorn wing. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | 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 find yourself in an exotic forest. You feel something very evil lurking here. The Oyze* Find out, what's going on here. | 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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| Psionic focus | sugilite sugilite0.0 Encumbrance T3 violet gem [Normal] While equipped: Critical power +6.00% Ignore resists +6% all Item imbue powers: Critical power +6.00% Ignore resists +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
| On hands | Belena the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +6 Dex +3 Wil offense ------ Critical power +5.00% Accuracy +11 (+4 eff.) defense ------ Armor +1 Resistance +1% physical other ------- Stamina/turn +1.00 Light +2 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. |
| Light source | Poryssra the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +2 Cun offense ------ Ignore resists +5% mind defense ------ Mind save +12 (+4 eff.) Healmod +5% Teleport Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +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 | linen wizard hat 'Infernoresolve' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Damage +10% mind +3% fire Accuracy +5 (+2 eff.) Ignore Armor +2 defense ------ Defense +1 (+0 eff.) Resistance +10% mind other ------- Max stamina +30.00 Max psi +40.00 A pointy cloth hat, very wizardly... |
| On feet | Cloudgrind (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+3 eff.) Damage +3% lightning +18% mind Ignore Armor +7 defense ------ Armor +3 Resistance +15% mind A pair of boots made of leather. |
| Tool | Branetir [power 284] (1/20 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +2 Wil offense ------ Mind Crit +6% Mindpower +10 (+3 eff.) Damage +9% mind other ------- Psi when Hit +0.20 Create a shield absorbing up to 284 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Branidor'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Spell Crit +1% Ignore resists +5% arcane When Hit 6 acid defense ------ Resistance +3% acid Spell save +3 (+2 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
| On fingers | Boruleg the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun offense ------ On-Hit 6 physical On-Ranged-Hit 7 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 35 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 35 defense ------ Defense +20 (+5 eff.) Unlife -60.00 life Life +60.00 Cut Resist +10% other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | Sunvalor0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +10 Lck +9 Wil offense ------ Accuracy +9 (+3 eff.) defense ------ Defense +8 (+2 eff.) Resistance +6% fire Mind save +12 (+4 eff.) Resist unseen 12% other ------- Hate-on-crit +3.00 Amulets make your neck look great! |
| In main hand | voratun dagger 'Tempestwell' (46-60 power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 46.5 - 60.5 Physical Uses 62% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-hit +18 cold On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: offense ------ Damage +3% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 35 defense ------ Resistance +9% lightning Sharp, short and deadly. |
| Around waist | Rope Belt of the Thaloren1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +15% Mindpower +15 (+4 eff.) other ------- Masteries +0.20 Wild-gift/Harmony +0.20 Wild-gift/Bark The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | Eagle Talon (30-39 power, 30 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 30.0 - 39.0 Physical Uses 60% Cun, 45% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +30 Critical Rate +10.0% Attack Speed 100% On-hit +10 lightning While equipped: offense ------ Critical power +10.00% Global Speed +10% other ------- Masteries +0.20 Wild-curse/Eagle aspect A curved and sharp blade, decorated with feathers. |
| Cloak | linen cloak 'Emuritha' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Critical power +5.00% Mindpower +5 (+1 eff.) defense ------ Defense +1 (+0 eff.) Life +31.00 other ------- EQ when Hit +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | drakeskin leather armour 'Yvaramina' (32 def, 8 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Random Unique] Arcane/Master While equipped: Stats +4 Dex offense ------ Move Speed +20% Damage +3% mind +6% temporal Ignore resists +5% temporal When Hit 2 mind defense ------ Armor +8 Defense +32 (+8 eff.) Fatigue +8% Resistance +6% mind +47% temporal A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 180; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. 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. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Angolwen Academy Training Token0.1 Encumbrance tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
warmaker's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Master While equipped: Stats +5 Str +4 Dex +4 Wil Amulets make your neck look great! |
Odd Symbol0.1 Encumbrance T2 amulet jewelry [Plot Item] Nature While carried: other ------- Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
Strange Symbol0.1 Encumbrance T2 amulet jewelry [Plot Item] Nature While carried: other ------- Talents +1 Teleport: Oyze A symbol with an engraved maze. When you touch it, the world around you starts fading away. This seems to be a teleporting device of some kind. (A gut feeling tells you not to use it, before you hit level 35 at least.) |
steel dagger 'Koridil' (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 12.0 - 15.6 Physical Uses 62% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +7 Con +7 Wil offense ------ Critical power +5.00% Mindpower +15 (+4 eff.) defense ------ Resistance +9% blight +6% fire Life +31.00 Poison Resist +10% Knockbk Resist +10% Teleport Resist +10% Sharp, short and deadly. |
Samatir the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats +4 Dex +1 Wil +3 Cun +2 Con offense ------ Damage +13% mind When Hit 2 mind defense ------ Resistance +13% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+10 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
focusing cashmere robe of protection (4 def, 3 armour)2.0 Encumbrance T3 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Armor +3 Defense +4 (+1 eff.) Resistance +11% all Physical save +18 (+13 eff.) other ------- Mana/turn +0.10 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berenarirand the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Random Unique] Nature/Master While equipped: Stats +3 Wil offense ------ Mind Crit +1% Critical power +10.00% defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +18% blight +18% fire +16% darkness Life Regen +4.40 other ------- Stamina/turn +2.30 EQ when Hit +0.08 Psi when Hit +0.04 Max stamina +10.00 Max psi +40.00 Light +2 A suit of armour made of leather. |
drakeskin leather armour of the deep (20 def, 10 armour)9.0 Encumbrance T5 light armor Reqs Str 20 [Ego+] Nature While equipped: defense ------ Armor +10 Defense +20 (+5 eff.) Fatigue +8% Resistance +7% acid +9% cold other ------- Breathe water A suit of armour made of leather. |
clarifying cashmere wizard hat of the sentry (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Arcane/Psionic While equipped: Stats +2 Cun defense ------ Defense +2 (+1 eff.) Mind save +6 (+2 eff.) other ------- Infravision +3 See Stealth +12 See Invisibility +8 Circle of Warding: (Instant) Puts all charms on 40 turn cooldown Effective talent level: 3.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 11% and attempts to push all creatures other than yourself out of its radius, inflicting 2.26 light damage and 2.39 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
4 hematite 4 hematite0.0 Encumbrance T2 black gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T3 green gem [Normal] While equipped: Damage +6% all Defense +20 (+5 eff.) Item imbue powers: Damage +6% all Defense +20 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Combat Speed +6% Spell Speed +6% Mind Speed +6% Item imbue powers: Combat Speed +6% Spell Speed +6% Mind Speed +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
geode geode0.0 Encumbrance T3 stone gem [Normal] While equipped: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: Life Regen +1.50 Healmod +10% Stamina/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 Encumbrance T2 white gem [Normal] While equipped: Armor +8 Resistance +2% all Item imbue powers: Armor +8 Resistance +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 topaz0.0 Encumbrance T2 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 tiger's eye 3 tiger's eye0.0 Encumbrance T3 yellow gem [Normal] While equipped: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Item imbue powers: Physical Crit +6.0% Spell Crit +6% Mind Crit +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Compiled Legends1.0 Encumbrance misc [Plot Item] Unknown While carried: Stats +1 Cun A very old book, that looks quite valuable. It seems like a compilation of heroic deeds of ancient times. |
miner's iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 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 14 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Ionka the Star Elf Adventurer level 25
52nd Haze 122nd year of Ascendancy at 03:05 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Ionka the Star Elf Adventurer level 22
18th Haze 122nd year of Ascendancy at 17:04 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ionka the Star Elf Adventurer level 15
30th Dusk 122nd year of Ascendancy at 10:33 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Ionka the Star Elf Adventurer level 21
17th Haze 122nd year of Ascendancy at 12:02 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Ionka the Star Elf Adventurer level 20
5th Haze 122nd year of Ascendancy at 09:08 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Ionka the Star Elf Adventurer level 26
71st Haze 122nd year of Ascendancy at 06:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Ionka the Star Elf Adventurer level 10
6th Mirth 122nd year of Ascendancy at 15:56 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Ionka the Star Elf Adventurer level 20
1st Haze 122nd year of Ascendancy at 19:14 see stats
Lost in translation (Nightmare (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ionka the Star Elf Adventurer level 8
5th Mirth 122nd year of Ascendancy at 01:33 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Ionka the Star Elf Adventurer level 25
60th Haze 122nd year of Ascendancy at 00:29 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Ionka the Star Elf Adventurer level 10
6th Mirth 122nd year of Ascendancy at 16:14 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Ionka the Star Elf Adventurer level 24
37th Haze 122nd year of Ascendancy at 18:22 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Ionka the Star Elf Adventurer level 13
3rd Flare 122nd year of Ascendancy at 02:54 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Ionka the Star Elf Adventurer level 24
37th Haze 122nd year of Ascendancy at 04:59 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Ionka the Star Elf Adventurer level 25
52nd Haze 122nd year of Ascendancy at 03:05 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ionka the Star Elf Adventurer level 18
69th Dusk 122nd year of Ascendancy at 17:21 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Ionka the Star Elf Adventurer level 27
2nd Decay 122nd year of Ascendancy at 11:00 see stats
Log
Ionka's spell attains critical power!
Poison from Grand Corruptor hits Ionka for 3 nature damage.
Ionka receives 47 healing from Blood Splash.
Bleeding from Elven mage hits Ionka for 17 physical damage.
Grand Corruptor is no longer sleeping.
Grand Corruptor casts Drain.
Ionka is afflicted by a decrepitude disease!
Grand Corruptor hits Ionka for 127 blight damage.
Ionka stops being poisoned.
Decrepitude Disease from Grand Corruptor hits Ionka for 37 blight damage.
Bleeding from Elven mage hits Ionka for 21 physical damage.
Grand Corruptor casts Soul Rot.
Ionka uses Infusion: Movement.
Ionka is moving at extreme speed!
Grand Corruptor casts Bone Spear.
Ionka blinks away before death!
Ionka speeds up.
Grand Corruptor hits Ionka for 110 physical damage.
Decrepitude Disease from Grand Corruptor hits Ionka for 34 blight damage.
Bleeding from Elven mage hits Ionka for 21 physical damage.
Ionka activates Unseen.
Ionka slows down.
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits Ionka for 171 blight damage.
Ionka the level 27 star elf adventurer was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.











































































