










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
| Addons | Talent Point Planner 1.6.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Tireless Veterans 1.7.3Gives classes that have Combat Veteran category a Tireless Combatant category. That's it. Adventuring Party 1.6.7Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Orcnac Subrace 1.5.5Adds the Orcnac Subrace, the Orc equivilent of a Cornac. Shaman 1.6.7DescriptionThis addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons. Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation. They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice. 6 unique class trees (3 locked) : 2 unique generic trees : With the exception of 4 talents, Shaman talents can appear on NPC. DisclaimerThis is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread I will make. CreditsNefigah for loving the Shaman idea and helping me more than a little with the coding. Chewbacca for testing Shaman maybe more than me. Micbran for correcting my bad english. Rexorcorum for the pretty awesome spirits and totems tiles. Orange because his name is lucky :frog: :robot:. http://game-icons.net/ for all the icons. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.8 : - updated bark armor and yeti totem description to fit new crit shrug behavior (main game 1.6 changes) 1.0.7 : - nerfed snake/boar fetishes damage (turns out reapplying DoT so much gives way too big numbers) 1.0.6 : - nerfed bark armor shield at low TL/STR 1.0.5 : - Added an option for legacy spirit tiles due to popular request. Found under Game Options --> Shaman, enabling will display old spirit tiles (need to resummon the spirits) 1.0.4 : - Fixed fetish targeting not working if you aimed beyond their range 1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels) 1.0.2 : - Last tiles added, say hello to the new spirits ! 1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling. Gemblade 1.6.7Adds the Gemblade class, a (mostly) melee psionic who focuses their energies through a gem wielded in their offhand. 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! Barachi -- Playable Race 1.6.7Adds Barachim, a froglike race, as a playable race selectable in all campaigns. They have been adapted from their original appearance in Dungeon Crawl: Stone Soup in order to better gel with ToME's gameplay and lore. Barachim are stationary fighters with an innate aptitude for handling the fundamental elements of Fire, Cold, Acid, and Lightning. The more they use a specific element, the more attuned they become to it, increasing their power dramatically as an encounter goes on. They can further use their attunement to the elements to stoke the faint vestige of divine power they still possess, enhancing their ability to use talents; the most powerful barachim can summon a bountiful fountain of water to heal and purify their bodies and drench their enemies. However, they suffer a 30% movement speed penalty when on dry land, relying primarily on their Leapfrog talent to hop around the battlefield and reposition themselves. Barachi are best suited as tanks or elemental casters, staking out a position on the battlefield and steadily building momentum as they manipulate the elements to their advantage, shrugging off their foes' attacks and retaliating with an accelerating barrage of specialised combat abilities that tip the scales increasingly in their favour. Humility and hardship forge truly indomitable wills, adventurer. Through fire and flood, darkness and blood, we remain. Discordant class (and friends) 1.6.71) Add Discordant as playable psionic subclass. A psionic tank with death radius around them (think of Mindrot, but less sucky). Wins battle through attrition, melts trash mobs just by standing. Can also spam tele-frags if you feel like it. 2) Add Kudzu as playable wilder subclass. Invasive, annoying, and hard to get rid of. Master of crowd controls and area denials. Cover the world with fungus, lichens, moss, and kudzus. 3) Add Scorpion as playable rogue subclass. Stealthy brawler with poison fist. Pull in your enemy and dethrone them with chain of combos. 4) Add Critic as playable afflicted subclass. High-risk, high-reward, critical-centric class that use feedback pool as life. Overpower your enemy with overwhelming amount of Gestures, or die from receiving too much criticism. 5) Add Colossus as playable race. Artificial giant constructed by dwarves to guard their gold, has some non-living characteristics. Starts on Reknor (dwarf start). A durable race with some drawbacks. Also like gold. - This is a practice addon intended for personal use, but thank you if you decided to check it out anyway. Creditshttp://game-icons.net/ Changelog1.0.0: - Initial release High Guard 1.6.7Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Forbidden Cults 1.7.3Official 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.
Heartstalker - Psionic Class 1.6.7Adds 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. Playable Naloren Race 1.6.7Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Possessor Bonus Class 1.7.3Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- Frost Invoker 1.6.7Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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 Items Vault 1.7.0Donators/Buyers bonus! Zilquish Race 1.7.0Adds the Zilquish race, an artificial lifeform created by necromancers based on the accidental birth of the first skeletal ooze. They're tough, and can use natural talents. Comes with one secret unlockable feature, and one less secret unlockable feature! They will be added to the racepack on its next update, but for now here they are alone. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Parasite-in-Pocket 1.6.0Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Eoland's Vampire Race 1.7.2This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Additional Boss Pack 1.6.6More Boss! Bristlebarb 1.6.7DescriptionThis addon adds the Bristlebarb as a playable class. Bristlebarbs use no weapons but are covered in a living bramble that they can control. They use a special resource : thorns. 5 unique class trees (1 locked) : 1 Unique generic tree (locked) : Bristlebarbs can not appear on NPC. DisclaimerPlease report any bugs you find and I will endeavor to fix them ;) If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099 Creditshttp://game-icons.net/ for all the talent and effect icons. https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others. In advance, whoever tries this out and gives me feedback so I can continue to improve it ! Changelog1.0.0 : 0.10.2 : 0.10.1 : 0.10.0 : 0.9.4 : 0.9.3 : 0.9.2 : 0.9.1 : Animist 1.6.0Adds the Animist class, a wielder of the elemental spirits. Evoker 1.7.2This adds a new Evoker class which is both corrupted and cursed (though it shows up under Defilers). They are a magic class that does blight damage and evokes a demon to serve you. It is possible for you and your demons to help or hurt each other with some spells and skills. Learning how to work with and around your minions will be key. NOTE: This addon requires that you have the Ashes DLC active. https://github.com/Werekracken/tome-evoker ---Generic talents -Cursed/Diabolical: Demonic Pulse: Demon Portal: Speed Demon: Abyssal Shield: ---Class talents -Corruption/Demon Summons: Summon Demon: Demon Unity: Flame Fury: Improved Summoning: ---Changelog v1.1.0 v1.2.0 v1.2.1 v1.2.2 v1.2.3 v1.2.4 v1.2.5 Hiveminder Class 1.6.7Adds 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. 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. Ashes of Urh'Rok 1.7.3Official 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:
Enhanced Wield Replace 1.3.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Wight |
| Class | Gemblade |
| Level / Exp | 16 / 91% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 16 on the 24th Dusk 122nd year of Ascendancy at 21:19 / 2Killed by Urkis, the High Tempest at level 16 on the 24th Dusk 122nd year of Ascendancy at 21:27 |
Primary Stats
| Strength | 19 (base 14) |
| Dexterity | 20 (base 10) |
| Constitution | 35 (base 27) |
| Magic | 23 (base 12) |
| Willpower | 35 (base 24) |
| Cunning | 52 (base 34) |
Resources
| Life | -41/502 |
| Psi | 95/125 |
| Healing Factor | 1.1916660017318 |
| Regeneration | 6.2562465090919 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 42 |
| Crit Chance | 35% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 47 |
| Accuracy | 42 |
| Crit Chance | 35% |
| APR | 28 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +32% |
| Nature | +25% |
| Lightning | +17% |
| Fire | +11% |
| All | +8% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 35.644860738311 (44.574340358689%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 32 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 24%( 70%) |
| Nature | + 32%( 70%) |
| Darkness | + 18%( 70%) |
| Blight | + 33%( 70%) |
| Acid | + 47%( 70%) |
| Fire | + 27%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Disarm Resistance | 23% |
| Poison Resistance | 100% |
| Knockback Resistance | 23% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 177 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 3 turns. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Focus: Voidstone | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Psionic / Focus: Sulfur | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Gemblade | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Adventure / Partner | 1.00 |
| 0/50 |
| 0/50 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Gem Ward | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Undead / Wight | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
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 successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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 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 honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' 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.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed giant spider spinneret. | 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 died in battle, long ago. Unquiet SleepHowever, that wasn't the end. You haunted the place even as it was overgrown by wilderness and forgotten. The graverobber is dead. The bones sink back into their sleep. But you remain, unable to move on. You can sense that there is something deeply wrong with the world, and set off to find out what. | done |
Equipment
| On feet | [vs. dreamer's pair of iron boots (0 def, 3 armour) (On feet)]dreamer's pair of iron boots (0 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes stats: +2(-) Cun / +3(-) Wil Physical save: +6 (+3 eff.) (-) Spell save: +5 (+2 eff.) (-) Mental save: +6 (+3 eff.) (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | [vs. Searwither (14/14, 12-18 power, 5 apr) (Quiver)]Searwither (14/14, 12-18 power, 5 apr) Requires: - Dexterity 11 Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 12.5 - 17.5 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 (-) Crit. chance: +1.0% (-) Capacity: 14 (-) On weapon hit: * 20% chance to knock the target back 3 spaces and deal 150 physical damage Damage (Ranged): +16(-) fire / +9(-) physical Damage (radius 2) on crit: +12(-) lightning / +4(-) fire Arrows are used with bows to pierce your foes to death. |
| Light source | [vs. preserving brass lantern of the zealot (Light source)]preserving brass lantern of the zealot Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2(-) Con Changes resistances: +6%(-) blight / +3%(-) all Spell save: +5 (+2 eff.) (-) Life regen: +3.00 (-) Light radius: +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. |
| On head | [vs. Fanged Collar (On head)] Fanged CollarFanged Collar 0.00 Encumbrance. [Unique] Type: armor / head ; tier 4 It's a head... but is it yours? |
| On hands | [vs. dwarven-steel gauntlets 'Skyvalor' (0 def, 2 armour) (On hands)]dwarven-steel gauntlets 'Skyvalor' (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 (-) Fatigue: +3% (-) Damage (Melee): 7(-) nature Changes resistances: +6%(-) nature / +9%(-) lightning Changes resistances penetration: +15%(-) lightning Changes damage: +5%(-) nature / +9%(-) lightning Defense after a teleport: +15 (-) Resist all after a teleport: +15% (-) New effects duration reduction after a teleport: +15% (-) 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. |
| Tool | [vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]overpowered elm wand of shielding [power 164] (3/28 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 164 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 28 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. copper agate ring (On fingers, 1 of 2)]copper agate ring Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) (-) Defense: +6 (+2 eff.) (-) Effects on melee hit: * 20% chance to reduce armor by 18% Damage (Melee): 0(-20) item acid corrode Changes stats: +1(-) Str / +4(-) Dex / +1(-) Mag / +1(-) Wil / +4(-) Cun / +1(-) Con Changes resistances penetration: +20%(-) acid Changes damage: +9%(-) acid Disarm immunity: +23% (-) Pinning immunity: +22% (-) Knockback immunity: +23% (-) Maximum life: +24.00 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper agate ring (On fingers, 1 of 2)]steel malachite ring Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) (+4 (+1 eff.)) Armour penetration: +9 Defense: +26 (+9 eff.) (+20 (+7 eff.)) Damage (Melee): 0(-20) item acid corrode Damage when hit (Melee): 4 fire Changes stats: +0(-1) Str / +0(-4) Dex / +0(-1) Mag / +0(-1) Wil / +0(-4) Cun / +0(-1) Con Changes resistances: +30% acid / +15% fire / +24% nature Changes resistances penetration: +0%(-20%) acid Changes damage: +15%(+6%) acid / +3% fire / +12% nature / +4% all Disarm immunity: +0% (-23%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-24.00) It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. Fanged Collar (Around neck)]Fanged Collar Powered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +10(-) Cun / -5(-) Wil Changes resistances: +15%(-) blight / +15%(-) darkness / +15%(-) acid Physical save: +15 (+8 eff.) (-) Spell save: +15 (+7 eff.) (-) Mental save: -7 (-4 eff.) (-) Maximum life: +20.00 (-) You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | [vs. Spellblaze Shard (20-26 power, 10 apr) (In main hand, 1 of 2)]Spellblaze Shard (20-26 power, 10 apr) Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 45% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) Lifesteal (this weapon only): +6% (-) Damage (Melee): +20(-) blight / +20(-) fire When wielded/worn: Changes stats: +5(-) Mag Changes resistances: +10%(-) blight / +10%(-) fire Talents granted: +1.00(-) Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. Tap to cycle through comparison choices |
| Around waist | [vs. Glitira the rough leather belt (Around waist)]Glitira the rough leather belt Powered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 (-) Fatigue: -5% (-) Maximum encumbrance: +23 (-) Physical save: +9 (+5 eff.) (-) Life regen: +2.00 (-) A belt that goes around your waist. |
| In off hand | [vs. 4 malachite (In off hand)] 4 malachite4 malachite 0.00 Encumbrance. Type: gem / green ; tier 2 Base power: 47.6 - 52.4 Uses stats: 20% Wil, 100% Mag, 50% Cun Damage type: Temporal darkness Mastery: Shape Gemblade Armour Penetration: +19 (-) Crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: * Can trigger multiple effects on hit, depending on learned talents. On weapon crit: * Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +24(-) nature When wielded/worn: Defense: +15 (+5 eff.) (-) Changes damage: +4%(-) all When used to imbue an object: Defense: +15 (+5 eff.) (-) Changes damage: +4%(-) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
| Cloak | [vs. linen cloak of mindcraft (1 def, 0 armour) (Cloak)]linen cloak of mindcraft (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-) Changes stats: +2(-) Cun / +3(-) Wil Mental crit. chance: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. nimble cured leather armour of thunder (10 def, 4 armour) (Main armor)]nimble cured leather armour of thunder (10 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +5.0% (-) Physical power: +12 (+6 eff.) (-) Armour: +4 (-) Defense: +10 (+3 eff.) (-) Fatigue: +7% (-) Changes stats: +4(-) Str / +3(-) Dex / +3(-) Mag / +4(-) Wil Changes resistances: +13%(-) lightning Spellpower: +13 (+4 eff.) (-) Spell crit. chance: +5% (-) Mindpower: +10 (+5 eff.) (-) Mental crit. chance: +5% (-) Movement speed: +20% (-) A suit of armour made of leather. |
Inventory
movement infusion of the psychic (speed 513%; cd 11)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
[vs. Rune: Blink (on body)]This item will automatically be transmogrified when you leave the level. blink rune (range 3; phase 13; cd 13) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 3 Cooldown: 13(-5) Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3(-1) spaces within line of sight. Afterwards you stay out of phase for 3(-) turns. In this state all new negative status effects duration is reduced by 13%(3%), your defense is increased by 13(+3) and all your resistances by 13%(3%). It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. Fanged Collar (Around neck)]Cloudlord Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20% chance to slow global speed by 51% Damage when hit (Melee): 6 lightning Changes stats: +5 Dex / +0(+5) Wil / +5(-5) Cun / +3 Con Changes resistances: +9%(-6%) acid / +0%(-15%) darkness / +0%(-15%) blight / +3% cold / +9% lightning Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Life regen: +3.00 Stamina each turn: +0.80 Maximum life: +0.00 (-20.00) Movement speed: +10% Amulets make your neck look great! |
[vs. Fanged Collar (Around neck)]Withering Orbs Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Changes stats: +0(-10) Cun / +0(+5) Wil Changes resistances: +0%(-15%) blight / +0%(-15%) darkness / +0%(-15%) acid Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Maximum life: +0.00 (-20.00) Mindpower: +5 (+3 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
[vs. Fanged Collar (Around neck)]copper amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-10) Cun / +0(+5) Wil Changes resistances: +0%(-15%) blight / +0%(-15%) darkness / +0%(-15%) acid Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Maximum life: +0.00 (-20.00) Amulets make your neck look great! |
[vs. Fanged Collar (Around neck)]steel amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-10) Cun / +0(+5) Wil Changes resistances: +0%(-15%) blight / +0%(-15%) darkness / +0%(-15%) acid Physical save: +0 (+0 eff.) (-15 (-8 eff.)) Spell save: +0 (+0 eff.) (-15 (-7 eff.)) Mental save: +0 (+0 eff.) (+7 (+4 eff.)) Maximum life: +0.00 (-20.00) Amulets make your neck look great! |
[vs. copper agate ring (On fingers, 1 of 2)]copper ring 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Damage (Melee): 0(-20) item acid corrode Changes stats: +0(-1) Str / +0(-4) Dex / +0(-1) Mag / +0(-1) Wil / +0(-4) Cun / +0(-1) Con Changes resistances penetration: +0%(-20%) acid Changes damage: +0%(-9%) acid Disarm immunity: +0% (-23%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-24.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper agate ring (On fingers, 1 of 2)]steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-6 (-2 eff.)) Defense: +0 (+0 eff.) (-6 (-2 eff.)) Damage (Melee): 0(-20) item acid corrode Changes stats: +0(-1) Str / +0(-4) Dex / +0(-1) Mag / +0(-1) Wil / +0(-4) Cun / +0(-1) Con Changes resistances penetration: +0%(-20%) acid Changes damage: +0%(-9%) acid Disarm immunity: +0% (-23%) Pinning immunity: +0% (-22%) Knockback immunity: +0% (-23%) Maximum life: +0.00 (-24.00) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In main hand, 1 of 2)]Unerring Scalpel (15-20 power, 25 apr) Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5(-5.0 - -6.5) Uses stats: 45% Cun, 55% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 (+15) Crit. chance: +0.0% (-12.0%) Attack speed: 100% (-) Damage Shield penetration (this weapon only): +50% Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-20) blight / +0(-20) fire When wielded/worn: Accuracy: +20 (+6 eff.) Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Talent granted: +0(+-1) Virulent Disease Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. Tap to cycle through comparison choices |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. acidic steel longsword (18-24 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 17.5 - 24.5(-2.5 - -1.5) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) On weapon crit: + Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-20) blight / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Talent granted: +0(+-1) Virulent Disease Sharp, long, and deadly. |
[vs. Spellblaze Shard (20-26 power, 10 apr) (In main hand)]This item will automatically be transmogrified when you leave the level. ash starstaff of might (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-5.0 - -8.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 (-7) Crit. chance: +3.0% (-9.0%) Attack speed: 100% (-) Lifesteal (this weapon only): +0% (-6%) Damage (Melee): +0(-20) blight / +0(-20) fire When wielded/worn: Changes stats: +0(-5) Mag Changes resistances: +0%(-10%) blight / +0%(-10%) fire Changes damage: +15% darkness Talents granted: +1 Command Staff +0(+-1) Virulent Disease Spellpower: +6 (+2 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
[vs. linen cloak of mindcraft (1 def, 0 armour) (Cloak)]Layann the Sundredge (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) (-) Damage when hit (Melee): 2 light Changes stats: +0(-2) Cun / +0(-3) Wil Changes resistances: +3% lightning / +13% cold / +12% mind / +6% light Changes resistances penetration: +15% mind / +10% lightning Changes damage: +3% light Mental crit. chance: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Fanged Collar (On head)]Gyldavea the Voidbrace (0 def, 13 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +13 Fatigue: +3% Changes stats: +11 Str / +2 Dex Changes resistances penetration: +15% darkness Changes damage: +9% physical It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 43.9 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
[vs. Fanged Collar (On head)]psion's linen wizard hat of madness (1 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Cun / +1 Wil Changes resistances: +6% mind / +10% blight Changes damage: +6% mind Physical save: +6 (+3 eff.) Mental save: +16 (+8 eff.) Maximum psi: +11.00 Mindpower: +5 (+3 eff.) Mental crit. chance: +6% It can be used to activate talent Hateful Whisper, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 114 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... It was hardened by the digestive sack. |
[vs. nimble cured leather armour of thunder (10 def, 4 armour) (Main armor)]Xanilrada (3 def, 10 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-6 eff.)) Armour: +10 (+6) Defense: +3 (+1 eff.) (-7 (-2 eff.)) Fatigue: +12% (+5%) Changes stats: +0(-4) Str / +0(-3) Dex / +0(-3) Mag / +0(-4) Wil Changes resistances: +23%(+10%) lightning / +5% cold / +3% temporal / +8% acid Allows you to breathe in: water Physical save: +3 (+1 eff.) Life regen: +2.20 Stamina each turn: +1.10 Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) Movement speed: +0% (-20%) Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A suit of armour made of mail. |
[vs. nimble cured leather armour of thunder (10 def, 4 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) Infused by nature 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-6 eff.)) Armour: +0 (-4) Defense: +16 (+5 eff.) (+6 (+2 eff.)) Fatigue: +2% (-5%) Changes stats: +0(-4) Str / +2(-1) Dex / +0(-3) Mag / +0(-4) Wil / +3 Cun Changes resistances: +15%(+2%) lightning Poison immunity: +50% Pinning immunity: +50% Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) Movement speed: +0% (-20%) Talent on hit(nature): Call Lightning (10% chance level 2). It can be used to activate talent Call Lightning (costing 25 power out of 50/50) : Effective talent level: 2.0 Power cost: 25 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 52.41 to 157.22 lightning damage (104.81 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. nimble cured leather armour of thunder (10 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. cured leather armour 'Ce'Nydakira' (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +0.0% (-5.0%) Physical power: +0 (+0 eff.) (-12 (-6 eff.)) Armour: +4 (-) Defense: +6 (+2 eff.) (-4 (-1 eff.)) Fatigue: +7% (-) Changes stats: +0(-4) Str / +0(-3) Dex / +0(-3) Mag / +1(-3) Wil Changes resistances: +0%(-13%) lightning / +6% physical / +9% nature / +12% darkness Physical save: +12 (+6 eff.) Teleport immunity: +10% Spellpower: +0 (+0 eff.) (-13 (-4 eff.)) Spell crit. chance: +0% (-5%) Mindpower: +0 (+0 eff.) (-10 (-5 eff.)) Mental crit. chance: +0% (-5%) Movement speed: +0% (-20%) A suit of armour made of leather. |
[vs. 4 malachite (In off hand)] 4 hematite4 hematite 0.00 Encumbrance. Type: gem / black ; tier 2 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Stun/Freeze immunity: +30% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Stun/Freeze immunity: +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)] 3 nuummite3 nuummite 0.00 Encumbrance. Type: gem / black ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Stun/Freeze immunity: +20% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)]4 agate 0.00 Encumbrance. Type: gem / blue ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +0%(-4%) all When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Changes damage: +0%(-4%) all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]iron pickaxe 'Belynor' (dig speed 19 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Damage when hit (Melee): 4 blight Changes stats: +1 Str / +2 Mag / +6 Cun Changes resistances: +9% blight Changes resistances penetration: +5% blight Maximum life: +22.00 Maximum stamina: +17.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. 4 malachite (In off hand)] 2 verdite2 verdite 0.00 Encumbrance. Type: gem / green ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +10 (+4 eff.) (-5 (-1 eff.)) Changes damage: +2%(-2%) all When used to imbue an object: Defense: +10 (+4 eff.) (-5 (-1 eff.)) Changes damage: +2%(-2%) all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
[vs. preserving brass lantern of the zealot (Light source)]brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-2) Con Changes resistances: +0%(-6%) blight / +0%(-3%) all Spell save: +0 (+0 eff.) (-5 (-2 eff.)) Life regen: +0.00 (-3.00) Maximum life: +44.00 Light radius: +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. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]Eye of the Dreaming One Infused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
[vs. 4 malachite (In off hand)]2 spinel 0.00 Encumbrance. Type: gem / red ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
[vs. Searwither (14/14, 12-18 power, 5 apr) (Quiver)]This item will automatically be transmogrified when you leave the level. pouch of steel shots of accuracy (14/14, 21-25 power, 2 apr) Requires: - Dexterity 16 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 21.0 - 25.2(+8.5 - +7.7) Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +2 (-3) Crit. chance: +4.5% (+3.5%) Capacity: 14 (-) On weapon hit: - 20% chance to knock the target back 3 spaces and deal 150 physical damage Damage (Ranged): +0(-16) fire / +0(-9) physical Damage (radius 2) on crit: +0(-12) lightning / +0(-4) fire Shots are used with slings to pummel your foes to death. |
[vs. 4 malachite (In off hand)] geodegeode 0.00 Encumbrance. Type: gem / stone ; tier 3 Base power: 47.6 - 52.4(-0.0 - -0.0) Uses stats: 20% Wil, 100% Mag, 50% Cun Damage type: Temporal darkness Mastery: Shape Gemblade Armour Penetration: +19 (+0) Crit. chance: +12.0% (-) Attack speed: 100% (-) On weapon hit: * Can trigger multiple effects on hit, depending on learned talents. On weapon crit: * Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +27 mind / +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)] small geodesmall geode 0.00 Encumbrance. Type: gem / stone ; tier 2 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)] 2 tiny geode2 tiny geode 0.00 Encumbrance. Type: gem / stone ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]evasive steel torque of gale force [power 170] (3/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 184 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]overpowered steel torque of psionic shield [power 77] (3/31 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 77 for 5 turns Activation puts all charms on cooldown for 31 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]Persistent Will Infused by arcane disrupting forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +8 Wil Changes damage: +12% mind Mindpower: +10 (+4 eff.) It can be used to convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower) Activation costs 25 power out of 25/25. During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
[vs. overpowered elm wand of shielding [power 164] (3/28 cooldown) (Tool)]piercing ash totem of healing [power 200] (3/15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. 4 malachite (In off hand)]ametrine 0.00 Encumbrance. Type: gem / violet ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances penetration: +2% all Changes damage: +0%(-4%) all Critical mult.: +2.00% When used to imbue an object: Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances penetration: +2% all Changes damage: +0%(-4%) all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)]2 quartz 0.00 Encumbrance. Type: gem / white ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Armour: +5 Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances: +1% all Changes damage: +0%(-4%) all When used to imbue an object: Armour: +5 Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances: +1% all Changes damage: +0%(-4%) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)]2 zircon 0.00 Encumbrance. Type: gem / white ; tier 2 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Armour: +8 Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances: +2% all Changes damage: +0%(-4%) all When used to imbue an object: Armour: +8 Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes resistances: +2% all Changes damage: +0%(-4%) all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)]2 citrine 0.00 Encumbrance. Type: gem / yellow ; tier 1 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Physical crit. chance: +2.0% Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
[vs. 4 malachite (In off hand)]4 topaz 0.00 Encumbrance. Type: gem / yellow ; tier 2 Armour Penetration: +0 (-19) Crit. chance: +0.0% (-12.0%) Attack speed: inf% (inf%) On weapon hit: - Can trigger multiple effects on hit, depending on learned talents. On weapon crit: - Can trigger multiple effects on crit, depending on learned talents. Damage (Melee): +0(-24) nature When wielded/worn: Physical crit. chance: +4.0% Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Defense: +0 (+0 eff.) (-15 (-5 eff.)) Changes damage: +0%(-4%) all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Atlantis of the Heart the Wight Gemblade level 10
10th Mirth 122nd year of Ascendancy at 10:44 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Atlantis of the Heart the Wight Gemblade level 9
5th Mirth 122nd year of Ascendancy at 14:08 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Atlantis of the Heart the Wight Gemblade level 9
7th Mirth 122nd year of Ascendancy at 00:43 see stats
Log
A shield forms around Atlantis of the Heart.
Atlantis of the Heart casts Void Cross.
Atlantis of the Heart performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest's armor corrodes!
Urkis, the High Tempest starts to bleed.
Sulfuric Bleeding from Atlantis of the Heart hits Urkis, the High Tempest for 25 acid, 20 physical (44 total damage).
Bleeding from Atlantis of the Heart hits Urkis, the High Tempest for 10 physical damage.
Atlantis of the Heart hits Urkis, the High Tempest for 33 temporal, 33 darkness, 22 nature, 6 nature, 20 temporal, 20 darkness, 22 nature, 6 nature, 20 temporal, 20 darkness, 22 nature, 6 nature, 20 temporal, 20 darkness, 22 nature, 6 nature, 32 temporal, 32 darkness (363 total damage).
Insidious Poison from Atlantis of the Heart hits Urkis, the High Tempest for 18 nature damage.
Fury of the Wild hits Urkis, the High Tempest for 16 fire damage.
Urkis, the High Tempest casts Ice Shards.
Talent Gemstrike is ready to use.
Hurricane from Urkis, the High Tempest hits Bandit for 115 lightning damage.
Hurricane from Urkis, the High Tempest hits Atlantis of the Heart for (101 absorbed), 0 lightning (0 total damage).
Your shield crumbles under the damage!
The shield around Atlantis of the Heart crumbles.
Urkis, the High Tempest's Ice Shards hits Atlantis of the Heart for (84 absorbed), 108 cold (108 total damage).
Atlantis of the Heart wears (replacing iron pickaxe 'Belynor' (dig speed 19 turns)): overpowered elm wand of shielding [power 164] (28 cooldown).
Bleeding from Atlantis of the Heart hits Urkis, the High Tempest for 12 physical damage.
Sulfuric Bleeding from Atlantis of the Heart hits Urkis, the High Tempest for 29 acid, 23 physical (52 total damage).
Fury of the Wild hits Urkis, the High Tempest for 19 fire damage.
Insidious Poison from Atlantis of the Heart hits Urkis, the High Tempest for 22 nature damage.
Urkis, the High Tempest casts Nova.
Urkis, the High Tempest hits Atlantis of the Heart for 166 lightning damage.
Urkis, the High Tempest hits Bandit for 174 lightning damage.
Atlantis of the Heart is dazed!
Atlantis of the Heart is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Atlantis of the Heart for 125 lightning damage.
Atlantis of the Heart the level 16 wight gemblade was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.











































































