











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Shalore |
Class | Writhing One |
Level / Exp | 20 / 84% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 20 on the 28th Haze 122nd year of Ascendancy at 17:26 / 1 |
Primary Stats
Strength | 46 (base 47) |
Dexterity | 14 (base 10) |
Constitution | 16 (base 13) |
Magic | 56 (base 36) |
Willpower | 16 (base 10) |
Cunning | 11 (base 10) |
Resources
Life | -156/546 |
Insanity | 10/100 |
Healing Factor | 1.3745771506545 |
Regeneration | 2.6804254437763 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +21.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 20 |
See Invisible | 15 |
Offense: Mainhand
Damage | 61 |
Accuracy | 48 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Nature | +7% |
Darkness | +42% |
Blight | +4% |
Arcane | +10% |
Cold | +3% |
All | 0% |
Offense: Damage Penetration
Darkness | +29% |
Acid | +7% |
Mind | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 22 (30%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 27 |
Mental Save | 30 |
Defense: Resistances
Lightning | + 25%( 70%) |
Light | + 20%( 70%) |
Temporal | + 20%( 70%) |
Blight | + 22%( 70%) |
Arcane | + 21%( 70%) |
Darkness | + 43%( 70%) |
All | + 12%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 50% |
Knockback Resistance | 24% |
Stun Resistance | 40% |
Pinning Resistance | 24% |
Silence Resistance | 20% |
Poison Resistance | 24% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 12% all resistance, you move 31% faster, and you are invisible (power 9). |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * '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 mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed snow giant kidney. * You've found the needed hummerhorn wing. 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 minotaur nose. * You've found the needed sandworm tooth. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 warg claw. * You've found the needed xorn fragment. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Mov.spd +10% ----- def ----- Armour +13 Fatigue -6% Phys.save +9 (+4 eff.) Die.at -40.00 life Max.HP +33.00 ---------- misc Stam/turn +0.40 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Mind.save +8 (+4 eff.) Die.at -20.00 life Blind- +20% Silence- +20% Stun/Frz- +10% ---------- misc Light +4 See.Stealth +10 See.Invis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +3% cold Res.pen +10% darkness Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +5% ---------- misc Stam/ret +0.90 Equi/ret +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 215 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +2 Resists +15% lightning +3% temporal Max.HP +26.00 Heal.mod +20% Disarm- +22% Pinning- +24% Stun/Frz- +10% Knockbk- +24% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% darkness Acc +6 (+2 eff.) ----- def ----- Resists +22% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In main hand | ![]() 3.0 T1 mace 1H weapon [Ego+] Arcane/Master Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 78 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +7% acid Res.pen +7% acid Blunt and deadly. |
On hands | ![]() 1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Wil +8 Mag dps ---------- Crit.mult +10.00% Spell.pwr +7 (+2 eff.) Melee+ 10 arcane Dmg.mod +10% arcane Res.pen +5% temporal Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Resists +5% arcane +6% temporal Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Die.at -20.00 life Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +1.0% Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +7% nature Acc +15 (+5 eff.) Apr +1 ----- def ----- Armour +2 Resists +5% blight +9% all Mind.save +16 (+8 eff.) Max.HP +40.00 HP.reg +1.70 Heal.mod +12% Poison- +24% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +14% darkness +5% mind ----- def ----- Defense +2 (+2 eff.) Resists +5% arcane +9% light +13% darkness Spell.save +9 (+4 eff.) Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed 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... |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 553% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 temporal, 5 light, 3 cold, 3 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% light +10% darkness Blind- +25% Amulets make your neck look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Melee Ret 4 fire ----- def ----- Resists +9% cold +5% arcane +6% mind HP.reg +3.00 Stun/Frz- +26% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +3 Dex +7 Mag +8 Wil +13 Cun +3 Con dps ---------- Mind.pwr +9 (+4 eff.) Dmg.mod +3% arcane Res.pen +25% acid Melee Ret 4 arcane ----- def ----- Defense +10 (+10 eff.) Resists +3% acid +5% arcane Spell.save +8 (+4 eff.) Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Nature Power 137% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Arcane/Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 78 acid damage (1/turn) While equipped: Stats +3 Str dps ---------- Dmg.mod +13% acid +7% physical Res.pen +14% acid Acc +10 (+4 eff.) Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego++] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) Res.pen +7% physical ----- def ----- Disarm- +14% Massive two-handed battleaxes. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 131% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 blight On Hit: * 17% chance to reduce strength, dexterity, and constitution by 23 Massive two-handed mauls. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego] Nature/Master Power 155% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +34% Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Ego++] Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all +8% physical Acc +16 (+6 eff.) Apr +12 Sharp, long, and deadly. |
![]() 5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 130.20 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (260). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +15 (+15 eff.) Resists +3% light Phys.save +6 (+3 eff.) Spell.save +9 (+4 eff.) HP.reg +0.60 Heal.mod +32% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 cold ----- def ----- Armour +16 Resists +8% lightning +9% temporal Die.at -40.00 life ---------- misc Stam/turn +2.00 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+7 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Mag +1 Wil +1 Con dps ---------- Mind.crit +2% Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+3 eff.) ---------- misc See.Invis +9 Size +1 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +5 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +2 (+2 eff.) Mind.save +6 (+3 eff.) Max.HP +38.00 ---------- misc Max.hate +2.00 Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +3 Wil dps ---------- Dmg.mod +3% nature +3% mind Res.pen +5% nature ----- def ----- Defense +1 (+1 eff.) Resists +9% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +6% lightning Res.pen +20% lightning +25% acid ----- def ----- Defense +2 (+2 eff.) Resists +15% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Master/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: Stats +3 Cun +3 Str dps ---------- Dmg.mod +12% acid +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +18% acid +3% darkness +9% all ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex dps ---------- Dmg.mod +9% lightning +3% fire ----- def ----- Armour +1 Resists +9% darkness +6% fire Stealth +6 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Wil +2 Mag dps ---------- Dmg.mod +6% darkness ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Infravis +2 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Mind.save +3 (+1 eff.) ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 fire Dmg.mod +3% fire Acc +11 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Str dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +23% ---------- misc Light +3 Infravis +3 See.Invis +15 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +10 Wil dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +12% arcane ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Arcane While equipped: Stats +2 Mag +5 Cun +2 Con dps ---------- Dmg.mod +10% light +6% fire ----- def ----- Defense +2 (+2 eff.) Resists +15% light Crit.chn- 15.00% ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Dex +5 Wil +3 Cun dps ---------- Crit.mult +10.00% Acc +10 (+4 eff.) Apr +6 ----- def ----- Armour +3 Fatigue +3% Mind.save +12 (+6 eff.) ---------- misc Max.psi +40.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% nature +6% blight A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +6% lightning +6% fire +12% light ---------- misc Hate/m.crit +3.00 Max.psi +30.00 A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+12 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Mind.save +12 (+6 eff.) Max.HP +35.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Arcane While equipped: Stats +4 Str +5 Mag +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +6% Phys.pwr +10 (+3 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +13 (+6 eff.) ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% lightning +11% light +12% darkness A suit of armour made of leather. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 1 acid ----- def ----- Armour +4 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +5 Wil +2 Cun dps ---------- Dmg.mod +9% fire Res.pen +10% fire Acc +4 (+2 eff.) ----- def ----- Resists +3% fire ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Str dps ---------- Apr +7 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +3% darkness +3% fire Res.pen +5% darkness Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: Stats +3 Dex +5 Mag dps ---------- Mind.crit +7% Mind.pwr +7 (+3 eff.) Dmg.mod +6% mind Res.pen +5% acid ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 Infravis +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% lightning On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Resists +3% acid +9% lightning Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.04 Light +3 See.Stealth +5 See.Invis +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. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T2 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
![]() 2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 251 Base Damage: 125 Armor: 3 All Resist: 3 Puts all charms on 29 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +4 Dex dps ---------- Phys.crit +1.0% Dmg.mod +12% lightning +3% physical +6% cold ----- def ----- Phys.save +3 (+1 eff.) Fire a magical bolt dealing 165 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Osridin the Shalore Writhing One level 16
70th Dusk 122nd year of Ascendancy at 17:57 see stats
By Osridin the Shalore Writhing One level 19
21st Haze 122nd year of Ascendancy at 15:57 see stats
By Osridin the Shalore Writhing One level 10
25th Dusk 122nd year of Ascendancy at 20:56 see stats
By Osridin the Shalore Writhing One level 20
23rd Haze 122nd year of Ascendancy at 16:53 see stats
By Osridin the Shalore Writhing One level 15
61st Dusk 122nd year of Ascendancy at 05:03 see stats
By Osridin the Shalore Writhing One level 8
79th Pyre 122nd year of Ascendancy at 13:08 see stats
By Osridin the Shalore Writhing One level 20
26th Haze 122nd year of Ascendancy at 17:03 see stats
By Osridin the Shalore Writhing One level 17
2nd Haze 122nd year of Ascendancy at 09:46 see stats
Log
Osridin becomes ethereal.
Something hits Osridin for (140 absorbed), 0 lightning (0 total damage).
Something hits Carrion worm mass for 194 lightning damage.
Thunderstorm hits Carrion worm mass for 44 lightning, 50 lightning (94 total damage).
Osridin is dazed!
Thunderstorm killed Carrion worm mass!
The shield around Osridin crumbles.
Osridin casts Rune: Shielding.
A shield forms around Osridin.
You are unable to move!
Osridin is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Osridin for (81 absorbed), 0 lightning (0 total damage).
Hurricane from Urkis, the High Tempest hits Worm that walks (servant of Osridin) for 85 lightning damage.
Thunderstorm hits Worm that walks (servant of Osridin) for 57 lightning, 49 lightning (106 total damage).
Worm that walks (servant of Osridin) receives 5 healing from Carrion worm mass's wormblight area effect.
Urkis, the High Tempest's Ice Shards hits Worm that walks (servant of Osridin) for 159 cold damage.
Your shield crumbles under the damage!
The shield around Osridin crumbles.
Hurricane from Urkis, the High Tempest hits Osridin for (19 absorbed), 34 lightning (34 total damage).
Hurricane from Urkis, the High Tempest hits Carrion worm mass for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits Osridin for 95 lightning damage.
Hurricane from Urkis, the High Tempest hits Carrion worm mass for 124 lightning damage.
Hurricane from Urkis, the High Tempest killed Carrion worm mass!
Hurricane from Urkis, the High Tempest hits Osridin for 80 lightning damage.
Osridin the level 20 shalore writhing one was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.