








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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.6Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Yeek |
Class | Necromancer |
Level / Exp | 22 / 99% |
Size | small |
Lifes / Deaths | Killed by Eleth the sandworm destroyer at level 22 on the 7th Allure 123rd year of Ascendancy at 05:52 / 1 |
Primary Stats
Strength | 9 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 44 (base 40) |
Magic | 63 (base 51) |
Willpower | 22 (base 13) |
Cunning | 19 (base 11) |
Resources
Life | -503/369 |
Mana | 101/321 |
Soul | 9/12 |
Healing Factor | 1.2955007465519 |
Regeneration | 5.5058781728456 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 20.783939787388 |
See Invisible | 32.783939787388 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 22 |
Accuracy | 8 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +14% |
Arcane | +10% |
Offense: Damage Penetration
Darkness | +5% |
Fire | +20% |
Arcane | +15% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 6 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 2 |
Physical Save | 26 |
Spell Save | 32 |
Mental Save | 27 |
Defense: Resistances
Acid | + 25%( 70%) |
Light | + 38%( 70%) |
Darkness | + 22%( 70%) |
Lightning | + 30%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 75% |
Instadeath Resistance | 100% |
Stun Resistance | 40% |
Poison Resistance | 50% |
Silence Resistance | 41% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 93 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 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 successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Aryratira the forest troll. Escort: lost defiler (level 2 of Trollmire) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed sandworm tooth. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 honey tree root. * You've found the needed warg claw. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed ritch stinger. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 Silence Resist +21% Confus Resist +20% Stun Resist +20% A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +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. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) Damage +3% light Ignore resists +20% fire defense ------ Defense +1 (+1 eff.) Resistance +9% acid Mind save +3 (+1 eff.) Life +40.00 Healmod +5% other ------- Psi/turn +0.10 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Ignore resists +5% darkness On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +3% light +6% darkness Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Con offense ------ Critical power +5.00% Damage +11% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Resistance +22% light Unlife -20.00 life Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +10 (+5 eff.) Life Regen +2.00 Stun Resist +20% other ------- Max stamina +14.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +3 Mag +1 Wil offense ------ Ignore resists +10% cold defense ------ Crit Resistance 15.00% Life +30.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +14% Critical power +15.00% Spellpower +9 (+3 eff.) Damage +6% arcane +15% darkness Ignore resists +15% arcane defense ------ Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Max mana +14.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T1 hands armor [Ego+] Arcane/Master While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +5 Mind save +6 (+3 eff.) Life +40.00 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 | ![]() 9.0 Encumbrance T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex defense ------ Defense +16 (+8 eff.) Fatigue +2% Resistance +15% lightning Poison Resist +50% Pinning Resist +50% On Nature Hit: 10% Call Lightning level 2 Call Lightning: Effective talent level: 2.0 Power cost 22 out of 50/50. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.41 to 100.23 lightning damage (66.82 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Cun +2 Con defense ------ Defense +6 (+3 eff.) Unlife -60.00 life other ------- Max stamina +20.00 See Invisibility +12 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 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +3 Dex +3 Con defense ------ Physical save +8 (+4 eff.) Life +34.00 Life Regen +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 593% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your 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 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 3 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 878% for 10 turns (105 total) and instantly restoring 44 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 77 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Dex +4 Mag +4 Cun offense ------ Physical Power +5 (+5 eff.) Damage +6% light Ignore Armor +1 When Hit 2 physical Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun offense ------ Damage +10% acid defense ------ Defense +6 (+3 eff.) Resistance +20% acid Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+5 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Random Unique] Disrupt/Master/Psionic Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% Damage Against +20% Unnatural On-Hit, radius 1 +8 cold On-crit, radius 2 +4 nature +8 cold On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +5 Wil offense ------ Physical Crit +9.0% Critical power +21.00% Ignore Armor +10 When Hit 8 cold Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Weapon Damage 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+7 eff.) Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Disrupt Weapon Damage 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 6% chance to slow global speed by 41% Sharp, short and deadly. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Nature Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +12 nature Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 cold Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 32.5 - 52.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * Create an explosion dealing 83 lightning damage (1/turn) While equipped: Stats +6 Str offense ------ Damage +16% lightning +10% physical Ignore resists +14% lightning Accuracy +10 (+9 eff.) Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego+] Master Weapon Damage 24.0 - 38.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +10 (+9 eff.) Ignore Armor +7 Massive two-handed swords. |
![]() 3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Rare] Master Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Cun offense ------ Mind Crit +2% defense ------ Resistance +12% darkness Blind Resist +20% Pinning Resist +20% other ------- Psi when Hit +0.04 Light +2 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature/Psionic Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 7 cold Damage +7% cold Ignore resists +7% cold defense ------ Armor +14 Resistance +7% cold other ------- Hate/kill +3.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 43.80 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 17 turn cooldown Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% blight defense ------ Armor +5 Defense +5 (+3 eff.) other ------- Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 28.0 - 33.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +12 (+4 eff.) Damage +28% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Spellpower/crit +4 Damage +20% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +9 (+3 eff.) Damage +20% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Rare] Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Dex +2 Con offense ------ Spell Crit +9% Critical power +13.00% Spellpower +9 (+3 eff.) Damage +20% blight Ignore resists +10% acid Accuracy +20 (+14 eff.) defense ------ Armor +8 Resistance +12% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Rare] Disrupt Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 lightning +8 mind On Hit: * 15 arcane resource burn While equipped: Stats +2 Dex +3 Cun offense ------ Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 defense ------ Resistance +12% lightning One-handed war axes. |
![]() 3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego++] Arcane/Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On Hit: * Create an explosion dealing 83 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Damage +5% acid Ignore resists +9% acid One-handed war axes. |
![]() 1.0 Encumbrance T3 belt armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) defense ------ Mind save +8 (+4 eff.) A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil offense ------ Physical Power +2 (+2 eff.) Against +16% Summoned defense ------ Resist Against +15% Summoned Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Cun offense ------ Critical power +10.00% Ignore resists +5% lightning On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 defense ------ Defense +6 (+3 eff.) Physical 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 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +3.0% Physical Power +3 (+3 eff.) Damage +9% mind Ignore resists +10% darkness When Hit 2 mind defense ------ Defense +2 (+1 eff.) Fatigue -4% Resistance +3% lightning +9% mind +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T2 cloth armor [Ego] Master/Psionic While equipped: Stats +5 Mag +5 Wil defense ------ Armor +3 Defense +3 (+2 eff.) Resistance +9% all Physical save +17 (+8 eff.) other ------- Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con offense ------ Damage +17% nature defense ------ Resistance +5% blight +11% all Life +57.00 Life Regen +2.50 Healmod +10% Poison Resist +26% Disease Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +3 Fatigue +2% Resistance +12% fire Physical save +16 (+8 eff.) Spell save +5 (+3 eff.) Mind save +13 (+6 eff.) Unlife -60.00 life other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Damage +3% light Ignore resists +10% mind When Hit 6 mind 4 cold defense ------ Armor +1 Resistance +3% mind Physical save +6 (+3 eff.) Spell save +5 (+3 eff.) Mind save +6 (+3 eff.) other ------- Light +1 A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Resistance +5% lightning +7% temporal A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +4 Fatigue +2% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
![]() 1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Dex +2 Mag +1 Cun offense ------ Ignore Armor +1 defense ------ Armor +1 Fatigue +1% Resistance +9% acid A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Wil +3 Cun +3 Con offense ------ Physical Crit +1.0% Mindpower +4 (+2 eff.) Ignore resists +15% physical Accuracy +5 (+5 eff.) defense ------ Armor +1 Fatigue +1% Resistance +9% cold A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +14% physical Ignore resists +25% cold defense ------ Defense +2 (+1 eff.) Resistance +5% arcane +16% physical Blind Resist +20% A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Crit +2.0% Damage +15% darkness +16% cold Ignore Armor +4 defense ------ Defense +2 (+1 eff.) Resistance +3% nature +24% cold A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Psionic While equipped: Stats +2 Cun defense ------ Defense +2 (+1 eff.) Mind save +8 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T3 head armor [Ego] Nature/Master While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +7% lightning +6% temporal A cap made of leather. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +4 Con defense ------ Defense +1 (+1 eff.) Resistance +12% lightning +6% fire +5% arcane +6% cold Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +1% other ------- Infravision +1 A cap made of leather. |
![]() 2.0 Encumbrance T3 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Mag +4 Wil offense ------ Mind Crit +2% Spellpower +4 (+1 eff.) Mindpower +6 (+3 eff.) Damage +5% mind defense ------ Defense +2 (+1 eff.) Resistance +8% mind Physical save +5 (+2 eff.) Mind save +7 (+3 eff.) other ------- Max psi +19.00 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +12 Defense +2 (+1 eff.) Fatigue +12% Resistance +17% fire A suit of armour made of mail. |
![]() 14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Ego++] Nature While equipped: Stats +3 Wil defense ------ Armor +10 Defense +3 (+2 eff.) Fatigue +12% Resistance +7% acid +5% cold +12% darkness +12% blight other ------- Light +1 Breathe water A suit of armour made of mail. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Master While equipped: Stats +4 Cun +5 Dex defense ------ Armor +10 Defense +11 (+6 eff.) Fatigue +8% Resistance +7% physical Physical save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Rare] Master While equipped: offense ------ Damage +3% cold When Hit 8 mind defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +18% acid +6% cold +12% light Mind save +6 (+3 eff.) other ------- Light +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +9 (+5 eff.) Fatigue +8% Resistance +11% blight +18% darkness other ------- Light +2 A suit of armour made of leather. |
![]() 9.0 Encumbrance T3 light armor Reqs Str 16 [Ego++] Nature/Psionic While equipped: Stats +4 Cun defense ------ Armor +11 Defense +16 (+8 eff.) Fatigue +8% Mind save +14 (+7 eff.) Life +46.00 Life Regen +4.70 Healmod +10% A suit of armour made of leather. |
![]() 17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Nature/Master While equipped: defense ------ Armor +14 Fatigue +22% Resistance +7% acid +8% physical +6% cold +5% lightning +6% fire Disarm Resist +20% Stun Resist +25% Knockbk Resist +20% other ------- Cooldown Rush -5 A suit of armour made of metal plates. |
![]() 0.0 Encumbrance 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 Encumbrance 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 Encumbrance 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Cun +3 Wil offense ------ Mind Crit +2% defense ------ Fatigue -5% other ------- Max hate +4.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str offense ------ Damage +7% nature Ignore resists +10% mind When Hit 8 acid defense ------ Resistance +12% nature other ------- EQ when Hit +0.12 Max psi +50.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
![]() 1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 104.32 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 104.32 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(72 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 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 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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 Encumbrance 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. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Rare] Master Weapon Damage 46.5 - 55.8 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +10.0% Capacity 21 While equipped: other ------- Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +2 Dex +7 Wil offense ------ On-Hit (Melee): * 20% chance to slow global speed by 41% defense ------ Resistance +6% temporal Crit Resistance 15.00% Setup a psionic shield, reducing all damage taken by 53 for 5 turns Puts all charms on 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T2 wand charm [Random Unique] Arcane While equipped: offense ------ Spell Crit +1% When Hit 2 nature defense ------ Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Vim-on-crit +2.00 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 11% 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. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (284 total damage) Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 240 lightning damage Puts all charms on 13 turn cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Antero avaa haudan the Yeek Necromancer level 10
72nd Dusk 122nd year of Ascendancy at 01:05 see stats
By Antero avaa haudan the Yeek Necromancer level 10
72nd Dusk 122nd year of Ascendancy at 01:03 see stats
By Antero avaa haudan the Yeek Necromancer level 20
43rd Haze 122nd year of Ascendancy at 07:20 see stats
By Antero avaa haudan the Yeek Necromancer level 10
12nd Haze 122nd year of Ascendancy at 05:02 see stats
By Antero avaa haudan the Yeek Necromancer level 9
7th Flare 122nd year of Ascendancy at 12:16 see stats
By Antero avaa haudan the Yeek Necromancer level 11
18th Haze 122nd year of Ascendancy at 11:10 see stats
By Antero avaa haudan the Yeek Necromancer level 18
35th Haze 122nd year of Ascendancy at 02:21 see stats
Log
Antero avaa haudan's River of Souls hits Silolaith the gigantic gravity worm for 57 darkness damage.
Antero avaa haudan hits Silolaith the gigantic gravity worm for 46 cold damage.
Bane of Confusion from Antero avaa haudan hits Silolaith the gigantic gravity worm for 8 darkness damage.
Eleth the sandworm destroyer uses Stun.
Eleth the sandworm destroyer performs a melee critical strike against Antero avaa haudan!
Antero avaa haudan resists the stunning blow!
Eleth the sandworm destroyer hits Antero avaa haudan for 64 nature, 5 lightning, 5 fire, 49 mind, 5 lightning, 5 fire (133 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Talent Chill of the Tomb is ready to use.
Talent Invoke Darkness is ready to use.
Eleth the sandworm destroyer resists the baneful energy!
Silolaith the gigantic gravity worm hits Antero avaa haudan for 0 physical, 21 physical, 0 physical, 4 nature (25 total damage).
Erupting Shadows hits Silolaith the gigantic gravity worm for 7 darkness damage.
Antero avaa haudan's River of Souls hits Eleth the sandworm destroyer for 55 darkness damage.
Antero avaa haudan's River of Souls hits Silolaith the gigantic gravity worm for 57 darkness damage.
Bane of Confusion from Antero avaa haudan hits Silolaith the gigantic gravity worm for 8 darkness damage.
LIFE LOST WARNING!
You are unable to move!
Antero avaa haudan casts Invoke Darkness.
Eleth the sandworm destroyer shares damage with his oozes!
Antero avaa haudan hits Silolaith the gigantic gravity worm for 51 darkness damage.
Antero avaa haudan hits Eleth the sandworm destroyer for 25 darkness damage.
Antero avaa haudan hits Bloated ooze for 48 darkness damage.
Eleth the sandworm destroyer uses Mucus.
Eleth the sandworm destroyer uses Knockback.
Antero avaa haudan resists the knockback!
Eleth the sandworm destroyer hits Antero avaa haudan for 89 nature, 0 lightning, 5 fire, 105 mind (199 total damage).
Antero avaa haudan the level 22 yeek necromancer was psyched to death by Eleth the sandworm destroyer on level 1 of Sandworm lair.