Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.3 |
Addons | Ashes of Urh'Rok 1.4.0Official 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:
Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Items Vault 1.3.0Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Dwarf |
Class | Stone Warden |
Level / Exp | 21 / 50% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 25th Shortage 122nd year of Ascendancy at 19:32 0 / 6Killed by Urkis, the High Tempest at level 20 on the 25th Shortage 122nd year of Ascendancy at 22:12 Killed by Urkis, the High Tempest at level 20 on the 25th Shortage 122nd year of Ascendancy at 23:21 Killed by Urkis, the High Tempest at level 20 on the 26th Shortage 122nd year of Ascendancy at 00:29 Killed by greater gwelgoroth at level 20 on the 26th Shortage 122nd year of Ascendancy at 07:08 Killed by skeleton mage at level 21 on the 9th Iron 123rd year of Ascendancy at 01:07 |
Primary Stats
Strength | 52 (base 41) |
Dexterity | 15 (base 10) |
Constitution | 23 (base 16) |
Magic | 42 (base 31) |
Willpower | 66 (base 27) |
Cunning | 27 (base 10) |
Resources
Life | -36/592 |
Mana | 406/493 |
Equilibrium | 46 |
Healing Factor | 1.4 |
Regeneration | 0.35 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +79.365079365079% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
Offense: Mainhand
Damage | 79 |
Accuracy | 32 |
Crit Chance | 7% |
APR | 0 |
Speed | 1.00 |
Offense: Offhand
Damage | 32 |
Accuracy | 32 |
Crit Chance | 9% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 31 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 41.333333333333 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 66.4 (74.117647058824%) |
Defense | 30.375 |
Ranged Defense | 35.375 |
Fatigue | 109 |
Physical Save | 37.20302970297 |
Spell Save | 47.985353135314 |
Mental Save | 55.90201980198 |
Defense: Resistances
All | + 4%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 15% |
Poison Resistance | 20% |
Bleed Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse 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 298 life over 5 turns. Its effects scale with your Willpower stat. |
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 310 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 499% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
Wild-gift / Dwarven nature | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Eldritch stone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Eldritch shield | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Earthen power | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Earthen vines | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Call of the wild | 1.20 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Vines |
talent | Eldritch Infusion |
detrimental effect | The target is on fire, taking 31.31 fire damage per turn. Burning |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | The target takes 26% more damage from necrotic minions. Rigor Mortis |
detrimental effect | Reduces global action speed by 26%. Slow |
detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 32.79 darkness damage per turn. Bane of Confusion |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost anorithil (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +2. | done |
You failed to protect the lost anorithil from death by giant venus flytrap. Escort: lost anorithil (level 2 of Trollmire) | failed |
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 +2. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
You failed to protect the worried loremaster from death by Wrathroot. Escort: worried loremaster (level 4 of Old Forest) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 3. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * '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.' * You've found the needed skeleton mage skull. 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 vial of greater demon bile. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | miner's pair of iron boots of uncanny dodging (3 def, 7 armour) miner's pair of iron boots of uncanny dodging (3 def, 7 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+2 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% Infravision radius: +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 | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (123 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
On head | stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour) =darkness= stabilizing linen wizard hat of darkness (+15%) (1 def, 0 armour) =darkness=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +15% darkness Changes damage: +10% darkness Physical save: +5 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
Tool | Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+3 eff.) Mindpower: +5 (+2 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 10 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 80% 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. |
On fingers | Islulle IslulleInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% acid Changes resistances penetration: +10% acid Mental save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | wizard's steel ring wizard's steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings can have magical properties. |
Around neck | Beritar BeritarCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Wil Changes damage: +3% mind Mental save: +6 (+2 eff.) Cut immunity: +10% Stun/Freeze immunity: +15% Amulets can have magical properties. |
In main hand | Wrathroot's Barkwood (9 def, 10 armour, 26.5-37.1 power, 60 block) =darkness= Wrathroot's Barkwood (9 def, 10 armour, 26.5-37.1 power, 60 block) =darkness=Requires: - Strength 25 - Talent Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 26.5 - 37.1 Uses stat: 150% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
In off hand | crackling dwarven-steel shield of radiance (8 def, 2 armour, 29.5-35.4 power, 81.5 block) crackling dwarven-steel shield of radiance (8 def, 2 armour, 29.5-35.4 power, 81.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 29.5 - 35.4 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +82 Damage (Melee): +13 lightning / +11 light When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Effects when hit in melee: * 17% chance to blind * 12% chance to daze Changes stats: +2 Dex / +2 Mag / +4 Con Changes resistances: +11% lightning / +12% light Talent granted: +3 Block Handheld deflection devices. |
Cloak | spellcowled linen cloak of the hunter (1 def, 0 armour) spellcowled linen cloak of the hunter (1 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +16 (+8 eff.) Defense: +1 (+0 eff.) Fatigue: -5% Changes stats: +1 Wil / +2 Mag Spell save: +6 (+2 eff.) Maximum life: +41.00 Maximum mana: +43.00 Maximum stamina: +12.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | prismatic steel plate armour of spell shielding (4 def, 9 armour) =darkness= prismatic steel plate armour of spell shielding (4 def, 9 armour) =darkness=Requires: - Strength 28 - Talent Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +12% darkness / +6% arcane / +10% light Spell save: +11 (+4 eff.) A suit of armour made of metal plates. |
Inventory
regeneration infusion of the wizard (heal 288 over 5 turns) regeneration infusion of the wizard (heal 288 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Its effects scale with your Magic 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 ability. |
shielding rune of the sneak (absorb 255 for 4 turns) shielding rune of the sneak (absorb 255 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 255 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 285 for 4 turns) shielding rune of the wizard (absorb 285 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 285 damage for 4 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 59) teleportation rune of the titan (range 59)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 59 with a minimum range of 15. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Confusion immunity: +23% Amulets can have magical properties. |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Mag Life regen: +0.90 Amulets can have magical properties. |
starlit copper amulet of willpower (+3) starlit copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +11% light / +11% darkness Blindness immunity: +21% Amulets can have magical properties. |
Dazzleblur the gold ring Dazzleblur the gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes resistances: +12% temporal Changes resistances penetration: +10% temporal Changes damage: +12% temporal Light radius: +1 Rings can have magical properties. |
gold ring of fire (+24%) gold ring of fire (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% fire Changes damage: +12% fire Rings can have magical properties. |
treant's steel ring of the mind (+7%) treant's steel ring of the mind (+7%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +7% blight / +7% nature / +10% mind Changes damage: +10% mind Poison immunity: +13% Disease immunity: +10% Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. plaguebringer's dwarven-steel dagger of vileness (16-20.8 power, 7 apr)plaguebringer's dwarven-steel dagger of vileness (16-20.8 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 16.0 - 20.8 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 18% chance to disease Damage (Melee): +14 blight When wielded/worn: Disease immunity: +14% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. stralite dagger of amnesia (31.5-40.95 power, 9 apr)stralite dagger of amnesia (31.5-40.95 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 31.5 - 41.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. keeper's yew longbowkeeper's yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 When wielded/worn: Changes resistances penetration: +7% temporal / +8% physical Changes damage: +8% temporal / +13% physical Talent cooldown: Arrow Stitching (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. magewarrior's short yew starstaff of might (20-24 power, 4 apr, darkness element)magewarrior's short yew starstaff of might (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Critical mult.: +8.00% Spellpower: +16 (+8 eff.) Spell crit. chance: +13% 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 greater warding (20-24 power, 4 apr, light element)yew starstaff of greater warding (20-24 power, 4 apr, light 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% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Maximum wards: +3 light Changes damage: +20% light Talents granted: +1 Command Staff +1 Ward Spellpower: +9 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
Dawnire the drakeskin leather belt Dawnire the drakeskin leather beltPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +13.0% Physical power: +4 (+1 eff.) Effects on melee hit: * 10% chance to disease Changes stats: +5 Cun / +5 Dex Changes damage: +6% light Critical mult.: +9.00% Mental save: +12 (+4 eff.) Spellpower: +6 (+3 eff.) Mental crit. chance: +12% Light radius: +3 A belt that goes around your waist. |
hardened leather belt 'Airgrit' =lightning= hardened leather belt 'Airgrit' =lightning=Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag Changes resistances: +3% acid / +3% lightning Changes resistances penetration: +5% acid Changes damage: +12% lightning Mental save: +7 (+2 eff.) Mana each turn: +0.36 Maximum mana: +46.00 Spellpower: +4 (+2 eff.) A belt that goes around your waist. |
insulating rough leather belt of carrying insulating rough leather belt of carryingPowered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +6% cold / +6% fire Maximum encumbrance: +24 A belt that goes around your waist. |
Shadecast the cashmere cloak (2 def, 6 armour) =darkness= Shadecast the cashmere cloak (2 def, 6 armour) =darkness=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +6% darkness / +16% cold Changes resistances penetration: +15% nature 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. dreamer's cashmere robe of power (2 def, 0 armour)dreamer's cashmere robe of power (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% mind / +15% darkness Changes damage: +7% all Physical save: +13 (+5 eff.) Spell save: +12 (+4 eff.) Mental save: +22 (+7 eff.) Spellpower: +13 (+6 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour)mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +16 (+5 eff.) Mindpower: +3 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. shimmering silk robe of light (+19%) (3 def, 0 armour)shimmering silk robe of light (+19%) (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) Changes resistances: +19% light Changes damage: +12% arcane / +13% light Maximum mana: +26.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Emildanor' (0 def, 4 armour) =lightning= pair of dwarven-steel boots 'Emildanor' (0 def, 4 armour) =lightning=Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +4 Fatigue: +3% Changes stats: +1 Str / +3 Wil Changes resistances: +7% lightning / +5% temporal Life regen: +0.20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% lightning Changes damage: +10% light / +10% lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.97 to 110.91 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +12 Armour Hardiness: +5% Fatigue: +5% Changes stats: +3 Con Physical save: +12 (+5 eff.) Stun/Freeze immunity: +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
This item will automatically be transmogrified when you leave the level. bladed dwarven-steel helm of constitution (+2) (0 def, 4 armour)bladed dwarven-steel helm of constitution (+2) (0 def, 4 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 6 physical Changes stats: +2 Str / +4 Con It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 88.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Shinewhisper' (0 def, 3 armour) hardened leather cap 'Shinewhisper' (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): 12 light Changes stats: +4 Wil Changes resistances: +7% blight / +3% light Changes damage: +9% light Mental save: +9 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level. prismatic hardened leather armour (3 def, 6 armour)prismatic hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Changes resistances: +10% light / +12% darkness A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of Toknor (3 def, 6 armour)spiked hardened leather armour of Toknor (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +6 (+2 eff.) Armour: +6 Defense: +3 (+2 eff.) Fatigue: +8% Damage when hit (Melee): 14 physical Critical mult.: +13.00% A suit of armour made of leather. |
Amugablek the steel plate armour (4 def, 9 armour) Amugablek the steel plate armour (4 def, 9 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +2 Dex Changes resistances: +17% lightning / +6% physical Physical save: +12 (+5 eff.) Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +1.00 Maximum life: +23.00 See invisible: +6 A suit of armour made of metal plates. |
enlightening steel plate armour of the deep (4 def, 11 armour) enlightening steel plate armour of the deep (4 def, 11 armour)Requires: - Strength 28 - Talent Armour Training (level 3) Infused by nature Infused by psionic forces 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +11 Defense: +4 (+2 eff.) Fatigue: +22% Changes stats: +4 Cun / +3 Wil Changes resistances: +7% acid / +7% cold Allows you to breathe in: water Mental save: +12 (+4 eff.) A suit of armour made of metal plates. |
flaming dwarven-steel shield of mind resistance (+10%) (8 def, 2 armour, 26-31.2 power, 72.5 block) flaming dwarven-steel shield of mind resistance (+10%) (8 def, 2 armour, 26-31.2 power, 72.5 block)Requires: - Strength 24 - Talent Armour Training (level 2) Infused by nature Infused by psionic forces 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 26.0 - 31.2 Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.5% procs dam / acc Physical crit. chance: +3.5% Block value: +72 Burst (radius 1) on hit: +12 fire When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+4 eff.) Fatigue: +12% Damage (Melee): 5 fire Damage when hit (Melee): 10 fire Changes resistances: +10% mind Talent granted: +3 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. icy quiver of yew arrows of amnesia (15/21, 30.5-42.7 power, 10 apr)icy quiver of yew arrows of amnesia (15/21, 30.5-42.7 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.5 - 42.7 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 21 On weapon hit: * 25% chance to put talents on cooldown Damage (Ranged): +6 cold Arrows are used with bows to pierce your foes to death. |
9 agate 9 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. |
62 alchemist agate 62 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. |
2 aquamarine 2 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. |
5 opal 5 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. |
5 topaz 5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Viperstrider (dig speed 37 turns) Viperstrider (dig speed 37 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 8 temporal Changes stats: +2 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel 4 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. |
scorching brass lantern of focus scorching brass lantern of focusPowered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 13 fire Changes stats: +4 Wil Changes resistances: +5% fire Changes damage: +5% mind Light radius: +2 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 Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet 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) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
8 amethyst 8 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. |
quartz 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. |
7 ametrine 7 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 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
By Durizorlug Ironforged the Dwarf Stone Warden level 8
31st Voratun 122nd year of Ascendancy at 03:14 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 20
26th Shortage 122nd year of Ascendancy at 08:23 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 15
6th Wealth 122nd year of Ascendancy at 13:48 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 20
26th Shortage 122nd year of Ascendancy at 00:49 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 21
1st Iron 123rd year of Ascendancy at 01:00 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 10
8th Profit 122nd year of Ascendancy at 17:38 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 20
15th Shortage 122nd year of Ascendancy at 11:30 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 16
17th Wealth 122nd year of Ascendancy at 09:02 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 10
8th Profit 122nd year of Ascendancy at 18:39 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 13
41st Profit 122nd year of Ascendancy at 04:26 see stats
By Durizorlug Ironforged the Dwarf Stone Warden level 18
28th Loss 122nd year of Ascendancy at 14:04 see stats
Log
Something leeches life from Durizorlug Ironforged!
Something receives 23 healing from Durizorlug Ironforged.
Celia's Rigor Mortis hits Durizorlug Ironforged for 148 darkness damage.
Durizorlug Ironforged uses Elemental Split.
Crystaline Half (Durizorlug Ironforged) deactivates Stone Vines.
Crystaline Half (Durizorlug Ironforged) deactivates Eldritch Infusion.
Stone Half (Durizorlug Ironforged) deactivates Stone Vines.
Stone Half (Durizorlug Ironforged) deactivates Eldritch Infusion.
Something hits Durizorlug Ironforged for 26 cold damage.
Skeleton archer is seized by a stone vine.
Skeleton mage casts Manathrust.
Something leeches life from Crystaline Half (Durizorlug Ironforged)!
Skeleton mage hits Durizorlug Ironforged for 119 arcane damage.
Burning from Skeleton mage hits Stone Half (Durizorlug Ironforged) for 39 fire damage.
Burning from Skeleton mage hits Durizorlug Ironforged for 38 fire damage.
Burning from Skeleton mage hits Crystaline Half (Durizorlug Ironforged) for 39 fire damage.
Something hits Durizorlug Ironforged for 57 darkness damage.
Stone Vine from Durizorlug Ironforged hits Skeleton archer for 23 physical, 12 arcane (36 total damage).
Stone Vine from Durizorlug Ironforged hits Skeleton mage for 23 physical, 12 arcane (36 total damage).
Bane of Confusion from Celia hits Stone Half (Durizorlug Ironforged) for 26 darkness damage.
Bane of Confusion from Celia hits Durizorlug Ironforged for 27 darkness damage.
Bane of Confusion from Celia hits Crystaline Half (Durizorlug Ironforged) for 26 darkness damage.
Something hits Crystaline Half (Durizorlug Ironforged) for 18 cold damage.
Something receives 4 healing from Crystaline Half (Durizorlug Ironforged).
Skeleton mage is engulfed in dark energies.
Skeleton archer is engulfed in dark energies.
Durizorlug Ironforged resists!
Something hits Durizorlug Ironforged for 26 cold damage.
Saving game...