










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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.
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:
Plot Disarming 1.7.0Removes the 'plot-item' flag from certain items after their plot function has been served, allowing you to drop them. Currently affected items:
Also available as part of the ZOmnibus Addon Pack. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Spell Merchants 1.7.4
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Ghoul |
| Class | Archer |
| Level / Exp | 25 / 62% |
| Size | big |
| Lifes / Deaths | Killed by Wrathroot at level 18 on the 49th Dusk 122nd year of Ascendancy at 05:45 0 / 7Killed by Mr. Dr. Official Human at level 23 on the 69th Haze 122nd year of Ascendancy at 03:50 Killed by elven blood mage at level 24 on the 72nd Haze 122nd year of Ascendancy at 23:29 Killed by Lisarata the elven warrior at level 24 on the 73rd Haze 122nd year of Ascendancy at 00:14 Killed by Venette at level 24 on the 14th Regrowth 123rd year of Ascendancy at 17:39 Killed by Venette at level 24 on the 14th Regrowth 123rd year of Ascendancy at 19:42 Killed by saw horror at level 25 on the 23rd Regrowth 123rd year of Ascendancy at 21:21 |
Primary Stats
| Strength | 41 (base 18) |
| Dexterity | 67 (base 55) |
| Constitution | 41 (base 10) |
| Magic | 44 (base 39) |
| Willpower | 11 (base 10) |
| Cunning | 15 (base 12) |
Resources
| Life | -184/685 |
| Stamina | 114/174 |
| Healing Factor | 1.2281403954777 |
| Regeneration | 0.30703509886944 |
Speed
| Mental | -5.5511151231258E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 26.097534654637 |
| See Invisible | 24.097534654637 |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 54 |
| Crit Chance | 4% |
| APR | 27 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 32 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Lightning | +5% |
| Fire | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +26% |
| All | +11% |
Defense: Base
| Armour (hardiness) | 28 (69.687909656376%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 22 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 14%( 70%) |
| Darkness | + 19%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 21%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 90% |
| Blind Resistance | 20% |
| Disarm Resistance | 22% |
| Bleed Resistance | 100% |
| Teleport Resistance | 20% |
| Pinning Resistance | 41% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 3 turns. Its effects scale with your Strength stat. |
| 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: BlinkUse mode: Activated Range: 6 Cooldown: 11 Travel Speed: 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 26%, your defense is increased by 26 and all your resistances by 26%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 5 acid, 3 temporal, 5 blight, 5 cold, 3 physical |
Class Talents
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery excellence | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity 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 failed to protect the lost sun paladin from death by Ivawen the snow giant thunderer. Escort: lost sun paladin (level 2 of Daikara) | failed |
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 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. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 94. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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 wretchling eyeball. 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 giant spider spinneret. * You've found the needed warg claw. * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of serendipity. 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed hummerhorn wing. | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Aduthra (20 def, 9 armour)2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +9 Defense +20 (+5 eff.) Resists +10% lightning +9% temporal +6% nature +3% light Stun/Frz- +20% A pair of boots made of leather. |
| Quiver | deadly quiver of yew arrows (16/21, 48-66 power, 10 apr)3.0 T3 arrow ammo [Ego] Master Power 47.5 - 66.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Arrows are used with bows to pierce your foes to death. |
| Light source | Fireire the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +6% nature +9% cold Phys.save +3 (+1 eff.) Mind.save +12 (+6 eff.) Stun/Frz- +20% ---------- misc Light +3 See.Stealth +8 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. |
| On head | Chamustir (0 def, 7 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +3 (+3 eff.) ----- def ----- Armour +7 Fatigue +1% Resists +3% temporal +2% physical Mind.save +3 (+2 eff.) Max.HP +20.00 Teleport- +20% A cap made of leather. |
| Tool | ash totem of healing [power 194] (13/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | Polowyn the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Resists +6% lightning Phys.save +3 (+1 eff.) Max.HP +20.00 Disarm- +22% Pinning- +41% Knockbk- +22% Rings make your fingers look great! |
| Around waist | Dawnspawner the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +17 (+5 eff.) Dmg.mod +3% light Res.pen +15% light Melee Ret 2 physical ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | fungal yew longbow of piercing4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Con dps ---------- Res.pen +11% all Acc +17 (+5 eff.) Apr +9 ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
| On hands | storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Resists +6% lightning 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 | reinforced leather armour of command (24 def, 10 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +10 Defense +24 (+6 eff.) Fatigue +8% Mind.save +15 (+8 eff.) A suit of armour made of leather. |
| Cloak | Lavastreak the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Resists +2% physical +6% blight +21% fire +5% arcane +3% cold Stealth +8 Poison- +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 | starlit steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
Inventory
movement infusion of the psychic (speed 616%; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 616% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 10; cd 11)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 11 Travel.spd instantaneous 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. |
blink rune (range 5; phase 18; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 10; resist 19%; move 43%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 19% all resistance, you move 43% faster, and you are invisible (power 10). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 48; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 48 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
truestriking dwarven-steel battleaxe of crippling (32-47 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego++] Master Power 31.5 - 47.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +12.0% Res.pen +12% physical Acc +12 (+4 eff.) Apr +13 Massive two-handed battleaxes. |
chilling dwarven-steel dagger of crippling (16-21 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Sharp, short and deadly. |
elemental dwarven-steel dagger of massacre (28-36 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 27.5 - 35.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 55 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +11% fire Res.pen +10% fire Sharp, short and deadly. |
steel greatmaul of rage (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Master Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +10% physical Acc +13 (+4 eff.) Massive two-handed mauls. |
dwarven-steel greatsword of shearing (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% all Acc +21 (+6 eff.) Apr +10 Massive two-handed swords. |
steel greatsword 'Arcriver' (22-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 22.5 - 36.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +7.0% Atk.spd 100% Melee+ +8 lightning +8 acid While equipped: dps ---------- Crit.mult +15.00% Res.pen +10% lightning Acc +12 (+4 eff.) ----- def ----- Armour +4 Defense +10 (+2 eff.) Resists +12% acid Disarm- +38% Massive two-handed swords. |
steel greatsword 'Nightburst' (40-65 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 40.5 - 64.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +8 darkness +20 acid While equipped: ----- def ----- Resists +6% cold +6% nature +12% mind Massive two-handed swords. |
Poltergeist's Corpsebow4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight +4% all On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
penetrating ash longbow4.0 T2 longbow 2H weapon [Ego+] Arcane Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +14% physical Longbows are used to shoot arrows at your foes. |
plaguebringer's dwarven-steel mace of crippling (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 27.5 - 38.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Disease- +18% Blunt and deadly. |
thought-forged dwarven-steel mace of enduring (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Nature/Psionic Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 mind On Hit: * 14% chance to reduce all saves and defense by 11 While equipped: Stats +10 Wil +2 Cun +7 Con ----- def ----- Max.HP +36.00 Blunt and deadly. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Power 12.0 - 13.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +8% Mind.pwr +10 (+7 eff.) Dmg.mod +15% mind +5% physical ----- def ----- Resists +10% mind Release a wave of psionic power, dealing 69.80 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
manaburning thorny mindstar of life (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Disrupt Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) ----- def ----- Resists +3% arcane Max.HP +23.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar 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. |
projecting thorny mindstar (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) Dmg.mod +5% lightning +8% fire +5% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection 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. |
cured leather sling of lightning4.0 T2 sling 1H weapon [Ego] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning While equipped: dps ---------- Dmg.mod +10% lightning Slings are used to hurl stones or metal shots at your foes. |
Poltergeist's ash starstaff 'Erelidor' (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +2.0% Spell.crit +8% Mind.crit +2% Phys.pwr +15 (+5 eff.) Spell.pwr +6 (+3 eff.) Dmg.mod +3% physical +15% arcane +4% all Res.pen +20% mind +8% arcane ----- def ----- Defense +10 (+2 eff.) Resists +2% physical Phys.save +9 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +7 (+4 eff.) ---------- misc Mana/turn +0.16 Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of might (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of might (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +21.00% Spell.pwr +12 (+6 eff.) Melee+ 26 fire Dmg.mod +20% arcane ---------- misc See.Invis +11 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew starstaff (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +14 (+7 eff.) Melee+ 18 fire Dmg.mod +20% physical ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew magestaff of greater warding (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ----- def ----- Armour +8 Defense +7 (+1 eff.) ---------- misc Mana/turn +0.10 Max.mana +33.00 Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering yew starstaff of channeling (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +20 (+9 eff.) Dmg.mod +20% light ---------- misc Mana/turn +0.22 Max.mana +36.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% lightning ----- def ----- Resists +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +28% One-handed war axes. |
plaguebringer's dwarven-steel waraxe of the mystic (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 18 While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Disease- +15% One-handed war axes. |
steel waraxe 'Gloregawyn' (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +15 cold While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% blight Phasing +30% ----- def ----- Max.HP +40.00 HP.reg +4.00 Heal.mod +10% ---------- misc Vim/s.crit +2.00 One-handed war axes. |
noble's hardened leather belt1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +5 Wil dps ---------- Against +27% Summoned ----- def ----- D.Red.from +21% Summoned A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+4 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Blackmight' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +20% darkness +15% nature On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce damage dealt by 10% ----- def ----- Defense +2 (+0 eff.) Resists +11% blight +12% nature +5% arcane +6% acid HP.reg +4.00 Heal.mod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+7 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
restorative pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
stone warden's dwarven-steel gauntlets of dexterity (+2) (0 def, 7 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Dex +7 Con dps ---------- Acc +13 (+4 eff.) ----- def ----- Armour +7 Hardiness +5% Fatigue +3% Resists +6% physical 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. |
umbral dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Melee+ 11 darkness Dmg.mod +5% darkness ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness 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. |
hardened leather cap of trickery (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +6 ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
enlightening steel mail armour of command (9 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +12% Mind.save +23 (+10 eff.) A suit of armour made of mail. |
steel plate armour 'Emelema' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +6% blight Melee Ret 8 blight ----- def ----- Armour +9 Fatigue +22% Resists +19% acid Spell.save +12 (+6 eff.) ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 A suit of armour made of metal plates. |
Shinebreeze (22/22, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 20.0 - 28.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +5.5% Capacity 22 Proj.spd +200% Ranged+ +20 physical On Crit.r2 +16 light On Hit: * 20% chance to knock the target back 3 spaces and deal 43 physical damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (20/20, 12-16 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 11.5 - 16.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 20 Arrows are used with bows to pierce your foes to death. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Heart of the Sandworm Queen0.0 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. |
Isadanor the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Defense +15 (+3 eff.) Mind.save +15 (+8 eff.) Poison- +10% ---------- misc 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Mr. Dr. Official Human the Ghoul Archer level 16
26th Dusk 122nd year of Ascendancy at 21:16 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Mr. Dr. Official Human the Ghoul Archer level 18
46th Dusk 122nd year of Ascendancy at 15:45 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Mr. Dr. Official Human the Ghoul Archer level 21
21st Haze 122nd year of Ascendancy at 14:56 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Mr. Dr. Official Human the Ghoul Archer level 10
1st Flare 122nd year of Ascendancy at 02:07 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Mr. Dr. Official Human the Ghoul Archer level 20
76th Dusk 122nd year of Ascendancy at 08:42 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Mr. Dr. Official Human the Ghoul Archer level 24
20th Regrowth 123rd year of Ascendancy at 16:43 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Mr. Dr. Official Human the Ghoul Archer level 24
14th Regrowth 123rd year of Ascendancy at 17:37 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Mr. Dr. Official Human the Ghoul Archer level 12
3rd Flare 122nd year of Ascendancy at 16:52 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Mr. Dr. Official Human the Ghoul Archer level 24
11st Regrowth 123rd year of Ascendancy at 08:35 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Mr. Dr. Official Human the Ghoul Archer level 13
9th Flare 122nd year of Ascendancy at 10:19 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Mr. Dr. Official Human the Ghoul Archer level 24
10th Regrowth 123rd year of Ascendancy at 07:49 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Mr. Dr. Official Human the Ghoul Archer level 15
8th Dusk 122nd year of Ascendancy at 13:21 see stats
Log
Moving arcing dwarven-steel battleaxe of daylight is recovering from the damage!
Moving arcing dwarven-steel battleaxe of daylight is pulled in!
Saw horror hits Moving arcing dwarven-steel battleaxe of daylight for 72 physical damage.
Saw horror's phys.bleed area effect hits Moving arcing dwarven-steel battleaxe of daylight for 64 physical damage.
Bleeding from Saw horror hits Moving arcing dwarven-steel battleaxe of daylight for 20 physical damage.
Mr. Dr. Official Human shoots!
Moving arcing dwarven-steel battleaxe of daylight uses Warshout.
Mr. Dr. Official Human wanders around!
Mr. Dr. Official Human 's Shoot performs a ranged critical strike against Moving arcing dwarven-steel battleaxe of daylight!
Mr. Dr. Official Human 's Shoot hits Moving arcing dwarven-steel battleaxe of daylight for 129 physical damage.
Mr. Dr. Official Human is not crippled anymore.
The shield around Mr. Dr. Official Human crumbles.
Saw horror's phys.bleed area effect hits Moving arcing dwarven-steel battleaxe of daylight for 64 physical damage.
Mr. Dr. Official Human activates his ash totem of healing!
Mr. Dr. Official Human receives 238 healing.
Mr. Dr. Official Human slows down.
Talent Steady Shot is ready to use.
Talent Dig is ready to use.
Saw horror's phys.bleed area effect hits Mr. Dr. Official Human for 79 physical damage.
Mr. Dr. Official Human shoots!
Mr. Dr. Official Human 's Shoot performs a ranged critical strike against Saw horror!
Saw horror starts to bleed.
Mr. Dr. Official Human 's Shoot hits Saw horror for (73 to psi shield), 235 physical (235 total damage).
Saw horror uses Razor Saw.
Saw horror hits Mr. Dr. Official Human for 227 physical damage.
Saw horror's phys.bleed area effect hits Mr. Dr. Official Human for 79 physical damage.
Mr. Dr. Official Human the level 25 ghoul archer was swiped to death by a saw horror on level 2 of Ruined halfling complex.

































































































