










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Quantum Slider 1.7.4Adds a new race: the Vorloth. Vorloths are not from Eyal, they are from planet Luxam. Adds a new Chronomancer subclass, the Quantum Slider. The class has a very unique way of gameplay: you should run & teleport as fast and as many times as you just can. Quantum Slider has only the Spellbinding (locked) tree from the original chronomancy trees. Their new, unique trees are: - starting unlocked class trees - Quantum Theory - for paradox management and unique mobility benefits (defense & utility) - locked higher (from lvl 10) class trees - Paradox Mysticism - overcharged by speed causes very dangerous electrical properties... cook your enemies while running fast! - starting unlocked generic trees - Prajna - extended senses and enlightenment (tracking, other vision effects, immunities & buff) Paths - contains 8 individual "MINI-PRODIGIES" (specializations) - locked generic trees - Quantum Fusion - enhance your spellcasting (damage enhancement, buffs & debuff) Quantum Sliders also have a Class Evolution, the: Táltos. The addon also contains new effects and new damage types for the class. The possible power level is higher than with a paradox mage. Slider is a very strong class if it's played in a simple way, but the more complex Thanks for playing and for the feedback! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Prodigy Requirements 1.7.4Prodigies have minimal requirements - usually none. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Berserker |
| Level / Exp | 23 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by Salira the minotaur at level 23 on the 15th Stralite 123rd year of Ascendancy at 15:24 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 100 (base 53) |
| Dexterity | 33 (base 19) |
| Constitution | 62 (base 39) |
| Magic | 14 (base 10) |
| Willpower | 21 (base 10) |
| Cunning | 36 (base 10) |
Resources
| Life | -137/891 |
| Stamina | 50/194 |
| Equilibrium | 0 |
| Healing Factor | 1.6698029716161 |
| Regeneration | 18.785283430682 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 153 |
| Accuracy | 53 |
| Crit Chance | 40% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 7 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +3% |
| Physical | +21% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Lightning | +15% |
| Fire | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 34.08934837382 (81.151787968034%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 21 |
| Physical Save | 54 |
| Spell Save | 21 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 28%( 70%) |
| Physical | + 9%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 13%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Teleport Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 69% |
| Poison Resistance | 50% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| 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 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 729% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Technique / Warcries | 1.44 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Berserker's strength | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Bloodthirst | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.14 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. | 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 orc heart. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Porulemina' (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +5 Physical crit. chance: +4.0% Physical power: +24 (+4 eff.) Armour: +4 Fatigue: +3% Changes resistances: +3% fire Poison immunity: +20% Confusion immunity: +10% Life regen: +4.00 Healing mod.: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Vorulaith the BlazeidolInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+1 eff.) Damage when hit (Melee): 10 fire Changes stats: +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +15% lightning / +5% fire Changes damage: +3% lightning / +9% fire Critical mult.: +13.00% Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Hanerand the Prismhack (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +3 Armour: +1 Fatigue: +1% Damage when hit (Melee): 4 light Changes stats: +3 Str Changes resistances penetration: +15% physical A cap made of leather. |
| Tool | Radiancepiety the dwarven-steel pickaxe (dig speed 25 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +25 (+9 eff.) Changes stats: +4 Str / +3 Dex Changes resistances: +6% acid Light radius: +3 Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold bloodstone ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+3 eff.) Defense: +14 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 46% Changes stats: +8 Dex / +6 Wil / +21 Cun Changes resistances: +6% acid / +6% temporal / +15% lightning Spell save: +3 (+2 eff.) Stun/Freeze immunity: +60% Mindpower: +11 (+5 eff.) Rings make your fingers look great! |
| On fingers | steel opal ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+1 eff.) Changes stats: +8 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +12 Con Changes resistances: +11% blight / +7% nature / +6% light Physical save: +8 (+2 eff.) Poison immunity: +30% Disease immunity: +16% Teleport immunity: +20% Rings make your fingers look great! |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Chargefurnace (28-41 power, 2 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Damage (radius 2) on crit: +4 lightning When wielded/worn: Accuracy: +19 (+6 eff.) Defense: +10 (+4 eff.) Changes stats: +5 Str / +3 Cun / +2 Con Changes damage: +9% physical Reduces incoming crit damage: 5.00% Disarm immunity: +39% Light radius: +1 Massive two-handed battleaxes. |
| On hands | Daimurin the Curekill (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +15.0% Physical power: +5 (+1 eff.) Armour: +3 Fatigue: +5% Damage when hit (Melee): 6 nature Changes stats: +4 Str / +3 Con Changes resistances: +3% nature / +9% light Changes resistances penetration: +5% nature Changes damage: +3% light Critical mult.: +6.00% Physical save: +23 (+7 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+4 eff.) Disarm immunity: +30% Spell crit. chance: +18% Mental crit. chance: +8% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.9 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | cleansing dwarven-steel plate armour of Eyal (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature Infused by arcane disrupting forces 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes resistances: +12% nature / +11% blight Life regen: +4.00 Maximum life: +26.00 Healing mod.: +13% A suit of armour made of metal plates. |
| Cloak | Hurumnir (15 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +15 (+5 eff.) Changes stats: +2 Con Changes resistances: +3% nature / +2% physical Changes damage: +12% physical Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of perfection (0.14 Technique / Warcries,0.14 Cunning / Survival)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.14 Technique / Warcries +0.14 Cunning / Survival Physical save: +6 (+2 eff.) Life regen: +3.00 Maximum life: +31.00 Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 106; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use 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 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 837%; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 837% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 265; 14 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 265 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 496; 16 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 496 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 436; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 436 damage for 4 turns. Its effects scale with your Strength 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 spell talent. |
Ragoldil the ShiverpealInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +14 (+4 eff.) Defense: +14 (+5 eff.) Damage when hit (Melee): 2 cold Changes stats: +12 Lck Changes resistances: +13% lightning / +15% cold Changes resistances penetration: +20% cold Stun/Freeze immunity: +22% Reduce all damage from unseen attackers: 24% Amulets make your neck look great! |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +20% Amulets make your neck look great! |
Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Physical power: +10 (+2 eff.) Damage when hit (Melee): 2 light Changes stats: +7 Str / +5 Con Changes resistances: +7% blight / +14% mind / +9% nature Changes resistances penetration: +5% light Changes damage: +14% mind / +9% blight Poison immunity: +26% Disease immunity: +18% Light radius: +1 It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Silaretta'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +5 Str Changes resistances: +3% acid Changes damage: +9% blight Blindness immunity: +20% Infravision radius: +4 See stealth: +6 See invisible: +5 Rings make your fingers look great! |
gold diamond ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +11 Wil / +11 Cun / +5 Con Changes resistances: +12% temporal Changes resistances penetration: +5% temporal Changes damage: +6% temporal Blindness immunity: +38% Life regen: +14.00 Maximum life: +76.00 Mindpower: +10 (+5 eff.) Infravision radius: +5 See stealth: +14 See invisible: +13 Healing mod.: +15% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
steel ring0.10 Encumbrance. Type: jewelry / ring ; tier 2 Rings make your fingers look great! |
Obsidianoracle the dwarven-steel battleaxe (34-51 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.0 - 51.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +4 darkness Damage (radius 2) on crit: +20 darkness When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +9% darkness Changes damage: +3% light Massive two-handed battleaxes. |
steel battleaxe 'Chargesmasher' (21-32 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 21.0 - 31.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +10 nature / +4 lightning Damage (radius 2) on crit: +4 acid When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +9 Physical crit. chance: +9.0% Changes resistances penetration: +15% acid / +7% physical Massive two-handed battleaxes. |
flaming iron greatsword (17-27 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 17.0 - 27.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire Massive two-handed swords. |
iron greatsword (15-24 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 15.0 - 24.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
thought-forged steel greatsword of paradox (24-38 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 20 Damage (Melee): +10 temporal / +10 mind When wielded/worn: Changes stats: +2 Cun / +5 Wil Changes resistances: +7% temporal Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.caustic dwarven-steel longsword of evisceration (21-29 power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% Damage (radius 2) on crit: +11 acid / +11 nature When wielded/worn: Armour penetration: +7 Physical crit. chance: +7.0% Physical power: +8 (+1 eff.) Changes resistances penetration: +6% acid / +9% nature Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.Beloldakira the Blindhunter (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 17% Changes stats: +1 Cun / +3 Str Changes resistances: +3% darkness Changes damage: +20% acid Talent granted: +1 Command Staff Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Light radius: +4 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 45.81 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Rootrune the iron waraxe (11-15 power, 2 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 11.0 - 15.4 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 20 Damage (Melee): +12 mind Damage (radius 1) on hit: +4 nature When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +6 Changes resistances: +9% nature Changes resistances penetration: +5% nature / +6% physical Changes damage: +6% mind Light radius: +1 One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 38% (based on Cunning) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.Elenedelar the Spiderstalker (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 46% Changes resistances: +6% nature / +9% darkness Changes resistances penetration: +20% nature Changes damage: +3% light / +12% nature Stamina each turn: +0.60 Maximum stamina: +18.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Velarin' (20 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour penetration: +1 Armour: +4 Defense: +20 (+7 eff.) Fatigue: +3% Damage when hit (Melee): 6 temporal Changes stats: +2 Dex Life regen: +4.00 Healing mod.: +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Veluth' (10 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Defense: +10 (+4 eff.) Fatigue: +3% Changes stats: +2 Str / +5 Mag / +6 Wil Teleport immunity: +20% Stamina each turn: +0.60 Maximum life: +20.00 Maximum stamina: +19.00 Infravision radius: +2 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 11) Activation puts all charms on cooldown for 25 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Glemivena' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +3.0% Armour: +3 Changes resistances penetration: +10% physical Critical mult.: +15.00% Physical save: +3 (+1 eff.) Stamina each turn: +2.60 Maximum stamina: +16.00 A pair of boots made of leather. |
pair of iron boots 'Eilinera' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +2% Changes stats: +2 Cun / +5 Con Physical save: +12 (+4 eff.) Mental save: +11 (+5 eff.) Stamina each turn: +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zanoyahell the hardened leather gloves (0 def, 9 armour)Infused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+5 eff.) Physical power: +30 (+6 eff.) Armour: +9 Damage (Melee): 7 nature / 5 physical Changes resistances: +7% nature Changes damage: +4% nature / +5% physical Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +27% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xerovena (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +1 (+1 eff.) Changes resistances: +6% lightning / +9% temporal Maximum life: +100.00 A pointy cloth hat, very wizardly... |
hardened leather cap 'Armyndil' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Physical power: +9 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +9 Str / +3 Dex / +6 Wil / +4 Cun Changes resistances: +9% acid / +3% fire / +9% physical Changes resistances penetration: +10% mind Physical save: +7 (+2 eff.) Spell save: +6 (+3 eff.) A cap made of leather. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Changes resistances: +6% fire / +6% cold A cap made of leather. |
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. |
404 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. |
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. |
4 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. |
woodsman's iron pickaxe (dig speed 39 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +5% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 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. |
GetidanInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +4 Physical save: +9 (+3 eff.) Stun/Freeze immunity: +20% Knockback immunity: +10% Teleport immunity: +20% Light radius: +3 Healing mod.: +12% 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. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 291/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Elunor the Freezestreaker (23/23, 65-78 power, 12 apr)Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +12 Crit. chance: +14.0% Capacity: 23 On weapon hit: * 29% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 119 physical damage Travel speed: +200% Damage (Ranged): +8 cold / +21 physical / +27 temporal Damage (radius 1) on hit: +4 temporal Shots are used with slings to pummel your foes to death. |
2 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. |
2 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. |
9 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. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Thorin the Drem Berserker level 20
5th Stralite 123rd year of Ascendancy at 20:02 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Thorin the Drem Berserker level 8
5th Loss 122nd year of Ascendancy at 13:02 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Thorin the Drem Berserker level 23
13rd Stralite 123rd year of Ascendancy at 17:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Thorin the Drem Berserker level 10
12nd Loss 122nd year of Ascendancy at 11:55 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Thorin the Drem Berserker level 20
21st Gold 123rd year of Ascendancy at 13:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Thorin the Drem Berserker level 16
20th Steel 123rd year of Ascendancy at 09:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Thorin the Drem Berserker level 7
26th Wealth 122nd year of Ascendancy at 10:35 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Thorin the Drem Berserker level 11
12nd Shortage 122nd year of Ascendancy at 18:25 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thorin the Drem Berserker level 15
5th Steel 123rd year of Ascendancy at 13:10 see stats
Log
Something hits Thorin for 86 darkness damage.
Poliwyn the umbral horror's creeping dark hits Thorin for 26 darkness damage.
Salira the minotaur's darkness area effect hits Thorin for 43 darkness damage.
Poliwyn the umbral horror's creeping dark hits Thorin for 26 darkness damage.
Salira the minotaur casts Rune: Acid Wave.
Salira the minotaur hits Thorin for 100 acid damage.
Salira the minotaur casts Moonlight Ray.
Salira the minotaur hits Thorin for 191 darkness damage.
Salira the minotaur's darkness area effect hits Salira the minotaur for 44 darkness damage.
Salira the minotaur's darkness area effect hits Thorin for 45 darkness damage.
Salira the minotaur casts Searing Light.
Salira the minotaur hits Thorin for 126 light damage.
Salira the minotaur's light area effect hits Thorin for 63 light damage.
Salira the minotaur's darkness area effect hits Salira the minotaur for 44 darkness damage.
Salira the minotaur's darkness area effect hits Thorin for 45 darkness damage.
Salira the minotaur uses Warshout.
Thorin resists!
Poliwyn the umbral horror's creeping dark hits Thorin for 27 darkness damage.
Thorin is no longer dominated.
Salira the minotaur's light area effect hits Thorin for 63 light damage.
Salira the minotaur's darkness area effect hits Salira the minotaur for 44 darkness damage.
Salira the minotaur's darkness area effect hits Thorin for 45 darkness damage.
Salira the minotaur casts Twilight Surge.
Salira the minotaur hits Thorin for 62 light, 73 darkness (134 total damage).
Poliwyn the umbral horror's creeping dark hits Thorin for 26 darkness damage.
Salira the minotaur casts Moonlight Ray.
Salira the minotaur hits Thorin for 202 darkness damage.
Thorin the level 23 drem berserker was shadowed to death by Salira the minotaur on level 1 of The Maze.
Thorin no longer revels in blood quite so much.
Thorin's rage subsides!





































































































