









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Ashes of Urh'Rok 1.5.0Official 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:
Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 30 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by Gloreratha the corrupted dendritic hemospinner at level 30 on the 12nd Regrowth 123rd year of Ascendancy at 13:04 / 1 |
Primary Stats
| Strength | 87.22 (base 53) |
| Dexterity | 25 (base 16) |
| Constitution | 54.22 (base 10) |
| Magic | 74.22 (base 57) |
| Willpower | 17 (base 10) |
| Cunning | 21 (base 16) |
Resources
| Life | -485/1227 |
| Mana | 108/189 |
| Stamina | 146/204 |
| Positive | 51/77 |
| Healing Factor | 1.9558255284988 |
| Regeneration | 19.934309643556 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 222 |
| Accuracy | 38 |
| Crit Chance | 47% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 48 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | -32% |
| Light | +37% |
| Cold | -29% |
| Blight | -28% |
| Physical | +13% |
| Fire | -11% |
| All | -40% |
Offense: Damage Penetration
| Darkness | +17% |
| Light | +5% |
| Temporal | +12% |
| Blight | +15% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 33.451443447813 (82.5%) |
| Defense | 28 |
| Ranged Defense | 30 |
| Fatigue | 24 |
| Physical Save | 56 |
| Spell Save | 43 |
| Mental Save | 50 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Blight | + 31%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 56%( 70%) |
| All | + 10%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 28%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Disarm Resistance | 5% |
| Confusion Resistance | 10% |
| Teleport Resistance | 15% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 600% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 8 turns. While Heroism is active, you will only die when reaching -470 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 471 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 18 for 10 turns. While Heroism is active, you will only die when reaching -558 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Shield offense | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Weapon of Wrath |
| talent | Weapon of Light |
| talent | Chant of Fortitude |
| talent | Premonition |
| talent | Righteous Strength |
| beneficial effect | Increases your three highest stats by 14 and keeps you from dying even if your life drops to -411. Heroism |
| beneficial effect | Reduces nature damage received by 16%. Premonition Shield |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is poisoned, taking 0.17 nature damage per turn. Poison |
| beneficial effect | Increase light and physical damage by 53%. Righteous Strength |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
| detrimental effect | Reduces all damage done by 45% and increase all detrimental effects durations by 6 turns on application. Covered in Gastric Fluids |
| detrimental effect | Huge cut that bleeds, doing 63.18 physical damage per turn. Bleeding |
| beneficial effect | The target is able to instantly travel alongside Sun Paths. Path of the Sun |
| detrimental effect | Damage reduced by 45%. To The Arms |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed electric eel tail. * '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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | pair of drakeskin leather boots 'Sootbolt' (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 mind / 4 darkness Changes stats: +4 Dex / +1 Cun / +14 Lck Changes resistances: +9% cold / +15% temporal / +25% darkness / +10% fire Changes resistances penetration: +17% darkness / +12% temporal Grants telepathy: Demon/Minor Demon/Major Critical mult.: +5.00% Stealth bonus: +8 Maximum hate: +4.00 Defense after a teleport: +16 Resist all after a teleport: +13% New effects duration reduction after a teleport: +26% A pair of boots made of leather. |
| Light source | survivor's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical save: +8 (+3 eff.) Maximum life: +46.00 Light radius: +3 Healing mod.: +13% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Emelewyn' (3 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+2 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +5% Changes resistances: +12% lightning / +1% physical / +11% light / +9% nature / +10% darkness Blindness immunity: +10% Disarm immunity: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+3 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
| On fingers | copper ring 'Eremolathadublek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +1 Armour: +6 Changes resistances: +22% cold Changes damage: +11% cold Critical mult.: +3.00% Maximum life: +30.00 Healing mod.: +10% Rings can have magical properties. |
| On fingers | Armokan the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+1 eff.) Changes stats: +11 Con Changes resistances: +3% temporal Changes damage: +5% all Physical save: +22 (+6 eff.) Spell save: +20 (+7 eff.) Disease immunity: +15% Teleport immunity: +15% Spellpower: +12 (+4 eff.) Mindpower: +5 (+3 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 60.0 - 96.0 Uses stats: 50% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +19 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 10% chance to send the wielder into a killing frenzy Damage against: +20% Living When wielded/worn: Changes stats: +15 Str / +5 Dex / +15 Con Reduced damage from: +20% Living Talent masteries: +0.30 Technique / Berserker's strength +0.20 Technique / Two-handed assault +0.20 Technique / Two-handed maiming +0.20 Technique / Two-handed weapons A blood-etched greatsword, it has seen many foes. From the inside. |
| On hands | Spideroath (0 def, 2 armour)Requires: - Talent Heavy Armour Training Infused by nature 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Effects on melee hit: * Slows global speed by 30% * 30% chance to blind Damage (Melee): 11 lightning / 11 fire Changes resistances: +8% lightning / +14% fire / +3% darkness Changes resistances penetration: +10% nature Changes damage: +8% lightning / +8% fire Life regen: +4.20 Stamina each turn: +0.90 Psi each turn: +0.28 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | steel mail armour 'Earthspar' (2 def, 6 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Changes stats: +1 Mag / +4 Wil / +4 Cun Changes resistances: +16% acid / +6% nature Mental save: +11 (+4 eff.) Life regen: +1.20 Mana when firing critical spell: +2.00 Maximum life: +43.00 Healing mod.: +13% A suit of armour made of mail. |
| Cloak | Gyrin the Lustreimmortal (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 12 light Changes resistances penetration: +5% light Changes damage: +12% light Maximum life: +33.00 Light radius: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Torchwrecker the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str / +4 Con Changes resistances: +3% blight Changes resistances penetration: +15% blight Changes damage: +12% blight / +9% fire Physical save: +27 (+8 eff.) Spell save: +15 (+5 eff.) Mental save: +13 (+4 eff.) Life regen: +1.40 Maximum life: +46.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.lightning rune (83 lightning damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 7 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of lightning, doing 27.55 to 82.65 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the wizard (range 13; power 47; dur 4)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: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 13. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 47%, your defense is increased by 47 and all your resistances by 47%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind 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... |
NightpanicPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +28% darkness / +6% acid Changes resistances penetration: +5% darkness / +10% acid Changes damage: +11% darkness Rings can have magical properties. |
Ulodor the steel ring =lightning res=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+3 eff.) Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Changes resistances: +24% lightning Changes damage: +12% lightning Only die when reaching: -80.00 life Light radius: +2 Infravision radius: +2 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.voratun ring 'Forestspar' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +5 Wil Changes resistances: +40% cold Changes resistances penetration: +20% nature Changes damage: +15% mind / +20% cold Maximum psi: +30.00 Mindpower: +6 (+3 eff.) Heals friendly targets nearby when you use a nature summon: +40 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.mighty elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 50% Mag Damage type: Physical Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 When wielded/worn: Physical power: +14 (+3 eff.) Changes stats: +6 Str Longbows are used to shoot arrows at your foes. |
Nexus of the Way (22-24.2 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Base power: 22.0 - 24.2 Uses stats: 60% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+9 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.0 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Staff of Bones (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 200% Mag Damage type: Cold Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% acid / +20% cold / +20% darkness / +20% blight Talent masteries: +0.10 Spell / Necrotic minions +0.10 Spell / Shades +0.10 Corruption / Bone +0.10 Spell / Nightfall +0.10 Spell / Necrosis +0.10 Spell / Advanced necrotic minions Talent granted: +1 Command Staff Spellpower: +20 (+7 eff.) Spell crit. chance: +15% It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
This item will automatically be transmogrified when you leave the level.cruel dragonbone vilestaff of projection (30-36 power, 6 apr, fire element) Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +11.0% Changes damage: +30% fire Talent granted: +1 Command Staff Critical mult.: +15.00% Spellpower: +19 (+7 eff.) Spell crit. chance: +8% It can be used to project a bolt elemental energy from the staff (to range 10) dealing 23.37 to 28.04 fire damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 30% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Galle (6 def, 8 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +6 (+3 eff.) Ranged Defense: +5 (+2 eff.) Fatigue: +3% Changes resistances: +7% acid / +6% blight / +14% fire / +11% lightning / +8% cold Mental save: +20 (+7 eff.) Silence immunity: +29% Disarm immunity: +20% Confusion immunity: +25% Stun/Freeze immunity: +25% A pair of boots made of leather. |
Glytta the pair of rough leather boots (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +1 Con Changes resistances: +6% lightning / +6% temporal Changes damage: +6% physical Maximum life: +30.00 A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 95.89 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Belowen the iron helm (0 def, 3 armour) =con=Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Wil / +1 Cun / +8 Con Changes resistances penetration: +5% temporal Light radius: +2 See invisible: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elirin (11 def, 15 armour) =water breathe=Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +15 Defense: +11 (+6 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +14% Damage when hit (Melee): 12 physical Changes resistances: +7% acid / +7% cold / +6% mind Allows you to breathe in: water Blindness immunity: +10% Disease immunity: +5% A suit of armour made of mail. |
Revenant (8 def, 20 armour)Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +20 Defense: +8 (+4 eff.) Fatigue: +12% Changes stats: +5 Con / +5 Mag Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) Silence immunity: +20% Confusion immunity: +20% Pinning immunity: +20% Stun/Freeze immunity: +20% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
This item will automatically be transmogrified when you leave the level.voratun shield (12 def, 3 armour, 61-73.2 power, 213 block) Requires: - Strength 48 - Talent Heavy Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Base power: 61.0 - 73.2 Uses stats: 50% Mag, 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +5.0% Block value: +213 When wielded/worn: Armour: +3 Defense: +12 (+6 eff.) Ranged Defense: +12 (+6 eff.) Fatigue: +14% Talent granted: +5 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Eclipsewrest (20/20, 53.5-74.9 power, 18 apr) Requires: - Dexterity 48 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 5 Base power: 53.5 - 74.9 Uses stats: 70% Dex, 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +18 Crit. chance: +3.0% Capacity: 20 On weapon crit: * splashes the target with acid Damage (Ranged): +24 acid / +32 arcane / +4 mind / +8 darkness Burst (radius 1) on hit: +16 mind Burst (radius 2) on crit: +8 darkness Arrows are used with bows to pierce your foes to death. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
374 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
8 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 80 power out of 22/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
Forbidden Tome: "The Day It Came"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 3 It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 43.48 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 43.48 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (64 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 Light radius: +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.dwarven lantern 'Ragutir' Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +10 (+2 eff.) Changes stats: +17 Wil Changes resistances: +12% mind Critical mult.: +20.00% Mental save: +30 (+10 eff.) Maximum psi: +30.00 Mindpower: +6 (+3 eff.) Light radius: +4 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 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 6 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 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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, costing 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), costing 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. |
Xivea [power 47] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +2 Dex / +3 Mag See invisible: +6 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 47 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 30 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
5 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dying_To_BS the Cornac Sun Paladin level 11
10th Dusk 122nd year of Ascendancy at 22:56 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dying_To_BS the Cornac Sun Paladin level 25
40th Haze 122nd year of Ascendancy at 03:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dying_To_BS the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 00:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dying_To_BS the Cornac Sun Paladin level 20
70th Dusk 122nd year of Ascendancy at 22:51 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dying_To_BS the Cornac Sun Paladin level 30
4th Regrowth 123rd year of Ascendancy at 19:56 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Dying_To_BS the Cornac Sun Paladin level 8
77th Pyre 122nd year of Ascendancy at 10:35 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Dying_To_BS the Cornac Sun Paladin level 20
71st Dusk 122nd year of Ascendancy at 05:36 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dying_To_BS the Cornac Sun Paladin level 28
49th Haze 122nd year of Ascendancy at 21:05 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dying_To_BS the Cornac Sun Paladin level 19
64th Dusk 122nd year of Ascendancy at 12:14 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dying_To_BS the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 01:50 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dying_To_BS the Cornac Sun Paladin level 14
29th Dusk 122nd year of Ascendancy at 23:52 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dying_To_BS the Cornac Sun Paladin level 23
34th Haze 122nd year of Ascendancy at 01:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dying_To_BS the Cornac Sun Paladin level 18
56th Dusk 122nd year of Ascendancy at 13:09 see stats
Log
Dying_To_BS receives 369 healing from Infusion: Healing.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Giant spider for 30 nature damage.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Spitting spider for 47 nature damage.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Dying_To_BS for 21 nature damage.
Spitting spider misses Bloated ooze.
Giant spider misses Bloated ooze.
Gloreratha the corrupted dendritic hemospinner uses To The Arms.
Dying_To_BS starts to bleed.
Dying_To_BS is suffering and fails to concentrate on dealing damage.
Talent Stunning Blow is ready to use.
Gloreratha the corrupted dendritic hemospinner shares damage with his oozes!
Dying_To_BS hits Gloreratha the corrupted dendritic hemospinner for 1 light, 0 mind, 0 darkness (1 total damage).
Poison from Bloated ooze hits Dying_To_BS for 0 nature damage.
Bleeding from Gloreratha the corrupted dendritic hemospinner hits Dying_To_BS for 42 physical damage.
Gloreratha the corrupted dendritic hemospinner hits Dying_To_BS for 419 physical, 11 physical (430 total damage).
Dying_To_BS casts Path of the Sun.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath drains magical energy!
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Giant spider for 30 nature damage.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Spitting spider for 47 nature damage.
Gloreratha the corrupted dendritic hemospinner's Eyal's Wrath hits Dying_To_BS for 21 nature damage.
Bloated ooze resists the mind attack!
Dying_To_BS hits Bloated ooze for 1 light, 0 mind, 0 darkness (1 total damage).
Giant spider misses Bloated ooze.
Spitting spider hits Bloated ooze for 1 nature damage.
Gloreratha the corrupted dendritic hemospinner performs a melee critical strike against Dying_To_BS!
Gloreratha the corrupted dendritic hemospinner resists the mind attack!
Gloreratha the corrupted dendritic hemospinner performs a melee critical strike against Dying_To_BS!
Saving game...





































































































