












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.5 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 | Female |
| Race | Doomelf |
| Class | Shadowblade |
| Level / Exp | 20 / 17% |
| Size | big |
| Lifes / Deaths | Killed by thought-forged bowman at level 20 on the 66th Dusk 122nd year of Ascendancy at 17:27 / 1 |
Primary Stats
| Strength | 18 (base 12) |
| Dexterity | 45 (base 40) |
| Constitution | 26 (base 10) |
| Magic | 20 (base 17) |
| Willpower | 16 (base 10) |
| Cunning | 40 (base 37) |
Resources
| Life | -38/638 |
| Mana | 131/174 |
| Stamina | 137/160 |
| Healing Factor | 1.1224489795918 |
| Regeneration | 35.009892887706 |
Speed
| Mental | +11.37478981661% |
| Attack | 0% |
| Movement | +30% |
| Spell | +11.37478981661% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 30.359939435378 |
| Stealth | 10.448143714409 |
Offense: Mainhand
| Damage | 51 |
| Accuracy | 59 |
| Crit Chance | 40% |
| APR | 27 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 31 |
| Accuracy | 59 |
| Crit Chance | 34% |
| APR | 45 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 18% |
| Speed | 0.8978692589648 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +20% |
| Lightning | +14% |
| Mind | +9% |
| Temporal | +9% |
| Darkness | +22% |
| Arcane | +3% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +15% |
| Lightning | +5% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 14 (35.629139072848%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 21 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 14%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 5%( 70%) |
| Cold | + 11%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 34%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 22% |
| Knockback Resistance | 21% |
| Disarm Resistance | 48% |
| Instadeath Resistance | 100% |
| Blind Resistance | 21% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 200 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 413 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 1/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Shadow Feed |
| talent | Shadow Combat |
| talent | Trained Reactions |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 30.9 and stamina regeneration by 10.9. Soothing Darkness |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| beneficial effect | The target's critical strike damage bonus is increased by 36%. Shadowstrike |
| detrimental effect | Ravana has heard the hateful whisper. Hateful Whisper |
| beneficial effect | The time distortion has created a restoration field, healing the target for 13 each turn. Temporal Restoration Field |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| beneficial effect | Increases defense by 11. Mobile Defense |
| detrimental effect | Ravana is fed upon by Silenor the sandworm. Fed Upon |
| beneficial effect | Parrying melee and ranged attacks: Has a 25% chance to deflect up to 14 damage from the next 1.5 attack(s). Parried attacks cannot crit. Parrying |
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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Craftsman's Eye (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed green worm. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bear paw. * You've found the needed xorn fragment. Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed chunk of ghoul flesh. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Gliwyn (0 def, 5 armour) =Str+3, Con+7=Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: -4% Damage when hit (Melee): 2 arcane / 2 blight Changes stats: +3 Str / +2 Wil / +7 Con Changes resistances: +9% lightning / +11% temporal Changes damage: +8% physical Stamina each turn: +0.50 Mana when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +53.00 Spell crit. chance: +2% Movement speed: +10% Size category: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Adunn the GalekingInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 6 lightning Changes resistances: +9% fire Changes resistances penetration: +5% lightning Changes damage: +3% lightning / +6% cold Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Sootsweep' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Effects on melee hit: * 20% chance to reduce all saves and defense by 16 * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +5 Con Changes resistances: +9% darkness Changes damage: +9% temporal / +6% darkness / +6% mind A cap made of leather. |
| On hands | Demonknave the hardened leather gloves (0 def, 2 armour) =Str +4=Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Physical power: +9 (+4 eff.) Armour: +2 Effects on melee hit: * 20% chance to reduce damage dealt by 14% Damage (Melee): 8 darkness Damage when hit (Melee): 4 cold Changes stats: +4 Str Changes resistances: +7% darkness Changes damage: +11% darkness Physical save: +5 (+2 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +27% When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +8 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Moonlight Ray (20% chance level 3). When this weapon hits: Perfect Control (10% chance level 3). On weapon hit: * 5% chance to reduce damage dealt by 14% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 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 'Eremalerek'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +22% lightning / +3% acid Changes damage: +11% lightning / +12% physical / +3% mind Physical save: +3 (+1 eff.) Rings can have magical properties. |
| On fingers | mule's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +22 Disarm immunity: +21% Pinning immunity: +22% Knockback immunity: +21% Maximum life: +20.00 Rings can have magical properties. |
| Around neck | steel amulet 'Adowen' =Con +3, Cun +3=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Cun / +3 Con Changes resistances: +6% blight / +16% light / +11% darkness Changes resistances penetration: +15% blight Blindness immunity: +21% Amulets can have magical properties. |
| In main hand | Layuvena the Coalfear (17-22.1 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 17.0 - 22.1 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 1) on hit: +8 cold When wielded/worn: Physical crit. chance: +8.0% Changes resistances: +6% darkness Equilibrium when hit: +0.12 Mental crit. chance: +6% Sharp, short and deadly. |
| Around waist | hardened leather belt 'Naturestalker'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% Changes resistances: +7% acid / +7% lightning / +7% cold / +12% nature / +7% fire Changes resistances penetration: +15% mind Spell save: +6 (+3 eff.) Mental save: +3 (+2 eff.) Maximum life: +40.00 A belt that goes around your waist. |
| In off hand | Unerring Scalpel (15-19.5 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 45% Cun, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +25 Crit. chance: +0.0% Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+5 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
| Cloak | cashmere cloak 'Berirerath' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +28 (+7 eff.) Armour penetration: +3 Physical crit. chance: +4.0% Defense: +2 (+1 eff.) Fatigue: -6% Changes resistances: +1% physical Critical mult.: +15.00% Maximum life: +82.00 Maximum stamina: +18.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Pyrepall (19 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour penetration: +9 Physical crit. chance: +5.0% Armour: +4 Defense: +19 (+6 eff.) Fatigue: +7% Damage when hit (Melee): 6 fire Changes stats: +4 Dex / +2 Wil Changes resistances: +20% temporal / +3% fire Changes damage: +3% arcane Spell save: +3 (+1 eff.) Stamina each turn: +0.90 Spell crit. chance: +4% Movement speed: +20% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 54 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (die at -181; dur 6; cd 29) 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: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -181 life. The duration and life will increase by 1% for every 1% life you have lost (currently 373 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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 psychic (speed 454%; cd 16)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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 454% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level.wild infusion of the warrior (res 20%; magical; dur 3; cd 16) 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: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. 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: 25 Travel Speed: instantaneous Usage Speed: Spell (90% of a turn) Won't Break Stealth: 100% 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. |
Chillreaper =Mag +3=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 6 arcane / 6 cold Changes stats: +3 Mag Changes resistances: +3% fire / +5% arcane / +6% cold Amulets can have magical properties. |
Withering Orbs =Anti-Blind=Infused 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... |
copper amulet 'Quenchtickler'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Armour: +8 Fatigue: -5% Changes stats: +1 Con Changes resistances penetration: +10% acid / +10% cold Life regen: +2.00 Maximum stamina: +10.00 Amulets can have magical properties. |
grounding copper amulet of healing =Resist Stun=Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Cut immunity: +40% Stun/Freeze immunity: +20% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 191 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
restful copper amulet of strength (+2) =Str +2=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Life regen: +2.00 Amulets can have magical properties. |
Glorugama the copper ring =Con +2=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +6% blight / +22% nature / +3% acid Changes damage: +11% nature Rings can have magical properties. |
titan's copper ring of tenacity =Con +3=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+3 eff.) Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +22.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.warrior's steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Disarm immunity: +23% Pinning immunity: +23% Knockback immunity: +24% Maximum life: +22.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe (31-46.5 power, 2 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.0 - 46.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe 'Alosta' (29.5-44.25 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: 29.5 - 44.3 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% 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% When wielded/worn: Physical crit. chance: +12.0% Changes stats: +3 Cun / +3 Con Changes resistances: +6% blight / +6% fire Mental save: +12 (+6 eff.) See invisible: +9 Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel battleaxe of enduring (30-45 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 30.0 - 45.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% When wielded/worn: Changes stats: +7 Wil / +12 Con Maximum life: +33.00 Massive two-handed battleaxes. |
iron dagger 'Zubanne' (10.5-13.65 power, 5 apr) =Str +3, Con +3=Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 nature When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances penetration: +10% acid Critical mult.: +10.00% Mindpower: +5 (+3 eff.) Infravision radius: +2 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.Demonpassion (37.5-60 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness Damage (radius 2) on crit: +28 lightning / +27 cold When wielded/worn: Changes resistances: +9% temporal Changes resistances penetration: +34% lightning / +16% cold Changes damage: +6% darkness Movement speed: +36% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.acidic dwarven-steel greatsword (39-62.4 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 39.0 - 62.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 64 damage over 5 turns and reducing armor and accuracy by 8 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.flaming steel greatsword (21.5-34.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.5 - 34.4 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Damage (radius 1) on hit: +13 fire Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steel greatsword (21-33.6 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.thought-forged steel greatsword (27.5-44 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 27.5 - 44.0 Uses stat: 120% Str Damage type: Physical 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 16 Damage (Melee): +12 mind When wielded/worn: Changes stats: +5 Cun / +2 Wil Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.steady ash longbow of lightning Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.3% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +14 lightning When wielded/worn: Accuracy: +9 (+2 eff.) Physical crit. chance: +3.0% Changes damage: +15% lightning Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel longsword 'Icekill' (24-33.6 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 nature / +4 cold Damage (radius 2) on crit: +4 cold When wielded/worn: Changes resistances: +6% light / +9% acid Changes damage: +15% acid / +3% cold Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level.vined mindstar (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.steady cured leather sling Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +2.0% Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel ash magestaff of might (15-18 power, 3 apr, cold element) Requires: - Magic 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +15% cold Talent granted: +1 Command Staff Critical mult.: +12.00% Spellpower: +6 (+3 eff.) Spell crit. chance: +15% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff of might (20-24 power, 4 apr, temporal element) Requires: - Magic 24 Powered by arcane forces 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: +2.5% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% temporal Talent granted: +1 Command Staff Spellpower: +9 (+4 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.Duathelrace the steel waraxe (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +13 darkness Damage (radius 1) on hit: +8 fire Damage against: +8% Living When wielded/worn: Changes stats: +2 Dex / +8 Wil Light radius: +2 Infravision radius: +3 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Phlegmbutcher the dwarven-steel waraxe (20-28 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +10 nature Damage (radius 1) on hit: +20 mind Damage (radius 2) on crit: +20 nature When wielded/worn: Changes resistances penetration: +15% nature Changes damage: +6% nature / +9% mind One-handed war axes. |
Pyrehunt the iron waraxe (10.5-14.7 power, 2 apr) =Cun +3, Con +3=Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +1 Mag / +3 Cun / +3 Con Changes resistances: +7% acid / +7% cold / +11% fire / +7% lightning / +3% all Spell save: +6 (+3 eff.) See invisible: +6 One-handed war axes. |
This item will automatically be transmogrified when you leave the level.dwarven-steel waraxe (21-29.4 power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.0 - 29.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of dampening (12.5-17.5 power, 3 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% When wielded/worn: Changes resistances: +7% acid / +9% cold / +9% fire / +8% lightning / +3% all Spell save: +7 (+3 eff.) One-handed war axes. |
This item will automatically be transmogrified when you leave the level.Brenekath the Abyssquench Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Changes resistances penetration: +10% fire Changes damage: +12% acid / +9% fire Physical save: +15 (+7 eff.) Maximum life: +41.00 A belt that goes around your waist. |
Huraroddagar =Con +1, Dex +2, Str +3=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+2 eff.) Changes stats: +3 Str / +2 Dex / +1 Con Changes resistances: +9% blight Changes damage: +3% blight Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Yvikira the rough leather belt =Resist Stun=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +6% lightning / +6% temporal / +1% physical Disarm immunity: +10% Stun/Freeze immunity: +20% A belt that goes around your waist. |
noble's rough leather belt =Cun +4=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Damage against: +15% Summoned Reduced damage from: +15% Summoned A belt that goes around your waist. |
Bethara the cashmere cloak (2 def, 0 armour) =Str +3, Con +3=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +3 Con Changes resistances: +3% physical Spellpower: +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Chillnigh (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce armor by 24% Damage when hit (Melee): 4 acid Changes resistances: +9% acid / +3% cold / +6% light Changes damage: +6% cold Critical mult.: +16.00% Stealth bonus: +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Delaromirand the Gleamripper (1 def, 0 armour) =Cun +2=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +6% light / +2% physical Changes damage: +6% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhykalthogrim (1 def, 2 armour) =Mag +4=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Str / +4 Mag / +2 Con Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Thunderwitch the linen cloak (1 def, 0 armour) =Dex +4=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 lightning Changes stats: +4 Dex / +5 Wil / +1 Cun Changes resistances: +3% mind Reduces incoming crit damage: 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) =Con +5=Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Vestments of the Conclave (0 def, 0 armour) =Mag +6=Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+7 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe 'Bogstun' (0 def, 0 armour) =Str +3=Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +15% acid / +3% temporal / +7% all Changes damage: +10% acid / +6% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Airpyre (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +6 Physical crit. chance: +5.0% Physical power: +4 (+2 eff.) Armour: +3 Damage when hit (Melee): 8 light / 8 lightning Changes resistances: +6% lightning Changes damage: +9% physical Physical save: +6 (+3 eff.) A pair of boots made of leather. |
Aluhir the pair of rough leather boots (0 def, 1 armour) =Resist Sil/Confuse/Stun=Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances penetration: +15% blight / +15% mind Changes damage: +3% blight Spell save: +9 (+4 eff.) Silence immunity: +21% Confusion immunity: +23% Stun/Freeze immunity: +22% Spellpower on spell critical (stacks up to 3 times): +2 Maximum vim: +10.00 A pair of boots made of leather. |
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 40% (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.Eilinaseba the Heatwish (5 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Defense: +5 (+2 eff.) Fatigue: +3% Changes stats: +1 Cun / +1 Dex Changes resistances: +9% mind / +6% fire Mental save: +12 (+6 eff.) Psi when hit: +0.04 Mindpower: +15 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Pureraze (0 def, 1 armour) =Str+5, Dex+4=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +1.0% Physical power: +20 (+7 eff.) Armour: +1 Damage when hit (Melee): 4 nature Changes stats: +5 Str / +4 Dex / +6 Lck Changes damage: +9% nature Stealth bonus: +6 A pair of boots made of leather. |
Tulozilachak the pair of rough leather boots (0 def, 1 armour) =Cun +6=Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +6 Cun / +6 Wil Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Equilibrium when hit: +0.04 Maximum hate: +8.00 A pair of boots made of leather. |
Veloda the Dimzeal (0 def, 3 armour) =Mag +3=Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +10% temporal Stamina each turn: +0.50 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) 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 7) Activation puts all charms on cooldown for 25 turns. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of dwarven-steel boots 'Wretchvalor' (0 def, 8 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% Changes resistances penetration: +25% nature Physical save: +3 (+1 eff.) Poison immunity: +20% Disease immunity: +20% Teleport immunity: +10% Infravision radius: +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emerinne the Lustreraze (5 def, 1 armour) =Str +3, Dex +3, Cun +3=Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +6 Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Damage when hit (Melee): 8 light Changes stats: +3 Str / +3 Dex / +2 Wil / +3 Cun Changes damage: +9% light Psi when hit: +0.12 Mindpower: +10 (+5 eff.) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +9 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Strike (15% chance level 1). It can be used to activate talent Steady Shot, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.hardened leather gloves 'Lelodir' (10 def, 2 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Defense: +10 (+3 eff.) Damage when hit (Melee): 4 acid Changes stats: +3 Str / +4 Dex / +4 Cun Changes resistances: +9% light / +12% cold Changes resistances penetration: +10% acid Talent cooldown: Double Strike (-1 turn) Physical save: +5 (+2 eff.) Maximum stamina: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When used to modify unarmed attacks: Base power: 16.0 - 17.6 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Set Up (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+3) (0 def, 1 armour) =Mag +3=Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag Changes damage: +3% arcane When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +5 arcane Damage (radius 2) on crit: +5 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.Blazequeller (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +7 Wil Changes resistances: +8% blight / +6% light / +3% lightning Changes resistances penetration: +10% lightning / +15% light Mental save: +7 (+4 eff.) Infravision radius: +3 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Bregychik the Sparknigh (2 def, 6 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes resistances: +16% acid / +18% blight / +3% lightning Changes damage: +11% acid Disease immunity: +10% Life regen: +4.00 A pointy cloth hat, very wizardly... |
Ebonybane the dwarven-steel helm (0 def, 4 armour) =Con +9=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+9 eff.) Armour: +4 Fatigue: +4% Changes stats: +2 Str / +9 Con Changes resistances: +3% darkness Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Emobrenn the hardened leather cap (0 def, 3 armour) =Mag+4=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Mag / +3 Wil / +3 Cun Changes resistances: +6% acid / +3% fire / +3% temporal Maximum psi: +40.00 Mindpower: +14 (+7 eff.) Mental crit. chance: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Flashward (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 8 acid Changes resistances: +24% lightning / +16% cold / +6% light Changes damage: +11% cold Light radius: +2 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Halerain the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +3% cold / +12% nature / +5% arcane Changes damage: +9% mind Physical save: +15 (+7 eff.) A cap made of leather. |
Nerilrarin (1 def, 0 armour) =Str +5=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 4 physical Changes stats: +5 Str / +2 Wil Changes resistances: +6% nature / +3% temporal Physical save: +6 (+3 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.Phlegmhunger the dwarven-steel helm (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +10 (+4 eff.) Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +3% physical Changes damage: +9% nature / +9% mind Critical mult.: +5.00% Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Scabbrace the hardened leather cap (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 2 physical Changes resistances: +6% mind / +2% physical Changes resistances penetration: +25% nature Changes damage: +3% mind Physical save: +15 (+7 eff.) Only die when reaching: -80.00 life Maximum stamina: +20.00 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Xerudheta' (0 def, 4 armour) Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +8 Cun / +2 Wil Changes resistances: +8% lightning / +10% temporal / +6% blight / +6% cold / +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Blasttitan' (0 def, 1 armour) =Cun +3, Dex +3=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +3% light Changes resistances penetration: +10% lightning Changes damage: +6% lightning Light radius: +1 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Mayelle (2 def, 14 armour) Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +14 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +6% cold Stun/Freeze immunity: +20% Maximum life: +27.00 Mental crit. chance: +5% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.cured leather armour of cold resistance (6 def, 4 armour) Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +18% cold A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.prismatic cured leather armour of fire resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +19% fire / +10% light / +11% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour (0 def, 11 armour) Requires: - Massive armour training - Strength 35 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% A suit of armour made of metal plates. |
2 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. |
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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Xanywen the voratun pickaxe (dig speed 12 turns) =Str+3,Dex+2,Mag+5,Con+2=Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str / +2 Dex / +5 Mag / +2 Con Changes resistances: +12% nature Changes damage: +8% fire / +11% mind / +8% nature Mental save: +11 (+6 eff.) Maximum mana: +52.00 Spell crit. chance: +7% Light radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Bethygamira' (dig speed 30 turns) =Str+5=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +4 Changes stats: +5 Str / +2 Con Changes resistances: +9% fire / +3% darkness / +3% physical Pinning immunity: +10% Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe 'Velyrata' (dig speed 30 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Effects on melee hit: * 20 arcane resource burn * 20% chance to reduce all saves and defense by 16 Changes stats: +4 Str / +2 Wil Changes resistances: +3% nature / +6% cold Critical mult.: +10.00% Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Cutheduhad =Cun +3, Con +4=Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Con Changes resistances: +3% acid / +3% temporal / +3% all Critical mult.: +5.00% Spell save: +5 (+2 eff.) 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. |
Gilerain the brass lantern =Mag +3=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +20 (+5 eff.) Physical crit. chance: +2.0% Changes stats: +1 Con / +3 Mag Changes resistances penetration: +10% physical Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +6 See invisible: +6 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. |
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 (+5 eff.) Mindpower: +5 (+3 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 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 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gywen the iron torque of psionic shield [power 23] (25 cooldown) =Cun +2=Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +2 Cun / +2 Wil Changes resistances: +9% mind Reduces incoming crit damage: 15.00% Silence immunity: +10% It can be used to setup a psionic shield, reducing all damage taken by 23 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Ragitodor the iron torque of psionic shield [power 27] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +1 Wil Stamina each turn: +1.00 Only die when reaching: -60.00 life It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Skyslice [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +15 (+6 eff.) Armour: +6 Defense: +20 (+7 eff.) Changes stats: +1 Dex Changes resistances penetration: +5% lightning Mental save: +3 (+2 eff.) It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level.ash totem of healing [power 176] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 176 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing ash totem of healing [power 182] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 182 Activation puts all charms on cooldown for 15 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
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. |
This item will automatically be transmogrified when you leave the level.overpowered ash wand of conjuration [power 255] (21 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to fire a magical bolt dealing 255 fire damage Activation puts all charms on cooldown for 21 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
6 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. |
6 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 Ravana the Doomelf Shadowblade level 12
4th Dusk 122nd year of Ascendancy at 02:14 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Ravana the Doomelf Shadowblade level 5
76th Pyre 122nd year of Ascendancy at 19:47 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ravana the Doomelf Shadowblade level 10
8th Mirth 122nd year of Ascendancy at 18:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ravana the Doomelf Shadowblade level 20
66th Dusk 122nd year of Ascendancy at 11:25 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ravana the Doomelf Shadowblade level 18
41st Dusk 122nd year of Ascendancy at 16:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ravana the Doomelf Shadowblade level 9
7th Mirth 122nd year of Ascendancy at 01:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ravana the Doomelf Shadowblade level 12
2nd Summertide 122nd year of Ascendancy at 23:12 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ravana the Doomelf Shadowblade level 14
14th Dusk 122nd year of Ascendancy at 12:55 see stats
Log
Shadow is weakened by the darkness!
Belolrabeth the green jelly is not dazed anymore.
Ravana performs a melee critical strike against Shadow!
Ravana performs a melee critical strike against Sandworm!
You collect a new ingredient: sandworm tooth (1).
Ravana performs a melee critical strike against Sandworm!
War hound's is vulnerable to attacks and effects!
Ravana performs a melee critical strike against War hound!
War hound shrugs off the critical damage!
War hound is weakened by the darkness!
Ravana hits Sandworm for 11 cold, 11 cold, 141 physical (163 total damage).
Ravana hits War hound for 8 cold, 8 cold, 72 physical, 9 darkness, 16 darkness, 8 cold, 65 physical, 9 darkness, 16 darkness (214 total damage).
Ravana hits Sandworm for 62 physical, 9 darkness, 16 darkness, 11 cold, 167 physical (265 total damage).
Ravana hits Shadow for 71 physical, 0 darkness, 0 darkness, 8 cold, 154 physical (234 total damage).
Ravana hits Belolrabeth the green jelly for 7 cold, 59 physical, 6 darkness, 11 darkness, 7 cold, 61 physical, 6 darkness, 11 darkness, 7 cold (178 total damage).
Ravana killed War hound!
Ravana killed Sandworm!
Ravana killed Sandworm!
Ravana killed Shadow!
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
Ravana shrugs off the critical damage!
Ravana deactivates Corruption of the Doomed.
Ravana turns into a dúathedlen!
Ritch flamespitter hits Ravana for 85 fire damage.
Thought-forged bowman shoots!
Silenor the sandworm uses Mind Sear.
Ravana reacts to damage from Silenor the sandworm, mitigating the blow!.
Silenor the sandworm hits Ravana for (60 reacted , -4 stam), 194 mind (194 total damage).
Saving game...




























































































































