









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Possessor Bonus Class 1.6.0Donators/Buyers bonus! High Guard 1.6.0Adds 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 Grove Keeper 1.6.2Adds 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. White Monk 1.6.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines 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: Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Higher |
| Class | White Monk |
| Level / Exp | 23 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 35th Dusk 122nd year of Ascendancy at 10:17 0 / 6Killed by Polyra the umbral horror at level 22 on the 39th Dusk 122nd year of Ascendancy at 01:49 Killed by Celia at level 23 on the 68th Dusk 122nd year of Ascendancy at 06:23 Killed by degenerated skeleton warrior at level 23 on the 68th Dusk 122nd year of Ascendancy at 08:34 Killed by Celia at level 23 on the 68th Dusk 122nd year of Ascendancy at 10:15 Killed by Celia at level 23 on the 68th Dusk 122nd year of Ascendancy at 11:25 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 56 (base 53) |
| Constitution | 15 (base 13) |
| Magic | 11 (base 10) |
| Willpower | 63 (base 45) |
| Cunning | 15 (base 10) |
Resources
| Life | -166/718 |
| Stamina | 123/317 |
| Healing Factor | 0.34054054054054 |
| Regeneration | 2.9456756756757 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Barehand
| Damage | 78 |
| Accuracy | 59 |
| Crit Chance | 4% |
| APR | 34 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +20% |
| Light | +10% |
| Blight | +14% |
| Physical | +14% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Physical | +18% |
Defense: Base
| Armour (hardiness) | 17.868057061099 (64.309173272933%) |
| Defense | 58 |
| Ranged Defense | 58 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 22 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 12%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 6%( 70%) |
| Darkness | + 12%( 70%) |
| Fire | + 9%( 70%) |
| Mind | + 9%( 70%) |
Defense: Immunities
| Pinning Resistance | 73% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 11% |
| Disarm Resistance | 0% |
| Stun Resistance | 43% |
| Poison Resistance | 50% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 307 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 99 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Agile Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Rending | 1.50 |
| 5/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Mending | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Martial Arts | 1.50 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Technique / Fending | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Measured Blows |
| talent | Chant of Fortress |
| detrimental effect | The target's final doom is drawing near, reducing healing factor by 80% and dealing 47.65 arcane damage per turn. The effect will stop if the caster dies. Impending Doom |
| beneficial effect | Increases maximum life and stamina by 16%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
| beneficial effect | Increases defense by 16. Mobile Defense |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is on fire, taking 21.52 fire damage per turn. Burning |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lost defiler from death by thought-forged bowman. Escort: lost defiler (level 2 of Scintillating Caves) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower 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 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 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. 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 pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | wanderer's pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Phys.save +12 (+6 eff.) Mind.save +12 (+5 eff.) A pair of boots made of leather. |
| On hands | hardened leather gloves 'Zuboth' (0 def, 5 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Mind.pwr +10 (+4 eff.) S.pwr/crit +6 Dmg.mod +9% blight Res.pen +10% mind ----- def ----- Armour +5 Mind.save +8 (+4 eff.) Max.HP +45.00 ---------- misc Max.psi +40.00 Unarmed combat: Power 21.5 - 23.7 Physical Uses 60% Wil, 60% Dex Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +3 Crit +3.0% Atk.spd 125% On Hit: 10% Battle Shout 2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | elven-silk wizard hat 'Lelymadrandur' (8 def, 0 armour) =T5 Hat=2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +4 (+4 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +20% darkness +14% physical ----- def ----- Defense +8 (+2 eff.) Resists +9% mind +10% physical +12% darkness +3% fire Crit.dmg- 15.00% Shield.pwr +8% Mind.save +6 (+3 eff.) HP.reg +5.40 ---------- misc Mana/turn +0.38 Max.hate +7.00 A pointy cloth hat, very wizardly... |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | steel ring 'Gyldanne'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% lightning +6% temporal HP.reg +3.00 Disease- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 63.82 You won the Ring of Blood trial, and this is your reward. |
| Around neck | mindweaver's copper amulet0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +11% Amulets can have magical properties. |
| Main armor | Eel-skin armour (16 def, 0 armour) =Lightning Resist=9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 49.70 to 149.11 lightning damage (99.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| Cloak | Mayalrassra the Curepain (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Melee Ret 6 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 27 * 10% chance to reduce armor by 19% ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | hardened leather belt 'Yarukor' =Many Resistances=1.0 T3 belt armor [Rare] Master While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +12% acid +12% blight +6% fire +9% lightning +6% cold Stealth +8 A belt that goes around your waist. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 21 Travel.spd instantaneous 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. |
grounding gold amulet of mastery (0.17 Technique / Martial Arts) =Lightning Resist=0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +17% lightning Stun/Frz- +20% ---------- misc Masteries +0.17 Technique/Martial Arts Amulets can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +22% Pinning- +23% Knockbk- +20% Rings can have magical properties. |
Eclipse (18-21.6 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+8 eff.) Dmg.mod +15% temporal +15% physical +15% light +15% darkness ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
earthen ash starstaff of protection (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% physical ----- def ----- Armour +3 Hardiness +3% Resists +8% physical Phys.save +4 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew vilestaff of warding (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +29.00% Spell.pwr +12 (+8 eff.) Melee+ 16 fire Dmg.mod +20% blight ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc See.Invis +10 Wards +2 blight Talents +1 Command Staff +2 Ward Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+9 eff.) Dmg.mod +20% fire ----- def ----- HP.reg +0.50 Heal.mod +17% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of wizardry (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil +2 Mag dps ---------- Spell.crit +3% Spell.pwr +12 (+8 eff.) Dmg.mod +20% blight ---------- misc Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe of phasing (21-31.5 power, 12 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +5.0% Atk.spd 100% Phasing +17% Massive two-handed battleaxes. |
Colaryem (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
dwarven-steel greatsword of massacre (47-75.2 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 47.0 - 75.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Massive two-handed swords. |
flaming dwarven-steel greatsword (38.5-61.6 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed swords. |
chilling dwarven-steel mace of massacre (35-49 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 cold Blunt and deadly. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon Reqs Str 18 [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed 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. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 10% Mag, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 82.87 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
vined mindstar of balance (6-6.6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.70 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's thorny mindstar of clarity (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +8% acid +6% fire +8% physical +11% cold Res.pen +4% acid +2% fire +4% physical +2% cold ----- def ----- Mind.save +4 (+2 eff.) Heal/summ +21 ---------- misc Max.psi +10.00 Max.summ +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of clarity (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +3 (+1 eff.) ---------- misc Max.psi +22.00 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of gales (8-8.8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +9% lightning +8% physical +5% darkness +9% cold +5% mind ----- def ----- Defense +11 (+3 eff.) Pinning- +17% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of flames (7.5-8.25 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 10 fire Dmg.mod +5% fire Res.pen +5% fire ----- def ----- Resists +7% fire Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's thorny mindstar of resolve (9-9.9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 lightning 3 physical 4 cold 3 fire 3 acid ----- def ----- Resists +4% lightning +5% physical +4% cold +5% acid +4% fire Spell.save +4 (+2 eff.) Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced dwarven-steel shield of lightning resistance (+18%) (0 def, 11 armour, 111 block)7.0 T3 shield armor Reqs - Shield usage training Str 24 [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour) =Cold/All Resist=2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +9% all Mind.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +14 (+9 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +10% physical +5% darkness +8% all Res.pen +9% darkness +10% physical ----- def ----- Resists +11% all ---------- misc Max.hate +5.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of corrosion (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +14% acid ----- def ----- Resists +21% acid +11% all Mind.save +18 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of fire (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% fire ----- def ----- Resists +19% fire +11% all Mind.save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of time (+11%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +13% temporal ----- def ----- Resists +13% temporal +11% all ---------- misc Max.mana +45.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.crit +3% Spell.pwr +18 (+11 eff.) Dmg.mod +12% temporal +8% arcane +6% all ----- def ----- Resists +11% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +20% lightning Max.HP +45.00 HP.reg +5.10 Heal.mod +13% A suit of armour made of leather. |
impenetrable steel mail armour of acid resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
radiant stralite mail armour of acid resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs - Heavy armour training Str 38 [Ego+] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +14% blight +17% darkness +20% acid ---------- misc Light +1 A suit of armour made of mail. |
rough leather belt of unlife =Underwater Breath=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+5 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 48.27 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
restful voratun gauntlets of the nighthunter (0 def, 3 armour)1.5 T4 hands armor [Ego+] Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness HP.reg +4.00 ---------- misc Stam/turn +0.90 Max.stam +24.00 Infravis +2 Unarmed combat: Power 29.5 - 41.3 Physical Uses 60% Wil, 60% Dex Acc+ +0.2% base dam (max 20%) Acc +5 Apr +15 Crit +14.0% Atk.spd 100% Melee+ +14 darkness On Hit: 10% Slumber 4 On Crit: 10% Dominate 4 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm 'Wildworth' (0 def, 3 armour) =Light/Dark Resist=3.0 T1 head armor [Rare] Nature While equipped: Stats +3 Mag +3 Cun +1 Con ----- def ----- Armour +3 Fatigue +5% Resists +10% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
75 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Lisyrialenor' (dig speed 36 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +1 Mag +3 Cun +1 Con dps ---------- Spell.crit +4% Res.pen +25% blight ---------- misc Max.mana +25.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Talarim the Higher White Monk level 22
38th Dusk 122nd year of Ascendancy at 17:33 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Talarim the Higher White Monk level 22
43rd Dusk 122nd year of Ascendancy at 07:23 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Talarim the Higher White Monk level 22
39th Dusk 122nd year of Ascendancy at 18:23 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Talarim the Higher White Monk level 10
8th Mirth 122nd year of Ascendancy at 10:09 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Talarim the Higher White Monk level 20
31st Dusk 122nd year of Ascendancy at 22:35 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Talarim the Higher White Monk level 16
14th Dusk 122nd year of Ascendancy at 10:39 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Talarim the Higher White Monk level 15
5th Dusk 122nd year of Ascendancy at 05:33 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Talarim the Higher White Monk level 22
57th Dusk 122nd year of Ascendancy at 05:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Talarim the Higher White Monk level 19
26th Dusk 122nd year of Ascendancy at 21:21 see stats
Log
Something hits Armoured skeleton warrior for 47 cold damage.
Something receives 7 healing from Armoured skeleton warrior.
Something hits Skeleton mage for 68 cold damage.
Something hits Armoured skeleton warrior for (27 to ice), 41 cold (41 total damage).
Armoured skeleton warrior is free from the ice.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Talarim receives 4 healing.
Will o' the wisp explodes! Talarim is enveloped in frost.
Your shield crumbles under the damage!
The shield around Talarim crumbles.
Will o' the wisp hits Talarim for (21 resist armour), (89 absorbed), 188 cold (188 total damage).
Celia is not dazed anymore.
Celia recovers their energy.
Celia is less vulnerable to physical.
Celia has survived the set up.
Bleeding from Talarim hits Celia for 43 physical damage.
Talent Infusion: Healing is ready to use.
Burning from Skeleton mage hits Talarim for (21 resist armour), 0 fire (0 total damage).
Impending Doom from Celia hits Talarim for (21 resist armour), 24 arcane (24 total damage).
Will o' the wisp misses Talarim.
Something leeches life from Skeleton mage!
Something receives 8 healing from Skeleton mage.
Something hits Skeleton mage for 68 cold damage.
Something hits Skeleton mage for 68 cold damage.
Skeleton mage refocuses the energies of his staff.
Armoured skeleton warrior misses Talarim.
Celia casts Invoke Darkness.
Saving game...








































































