











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Roguelike |
Sex | Male |
Race | Higher |
Class | Archmage |
Level / Exp | 31 / 6% |
Size | medium |
Lifes / Deaths | Killed by Zubimira the rattlesnake at level 31 on the 20th Haze 123rd year of Ascendancy at 00:06 / 1 |
Primary Stats
Strength | 14 (base 13) |
Dexterity | 32 (base 10) |
Constitution | 18 (base 14) |
Magic | 93 (base 58) |
Willpower | 77 (base 59) |
Cunning | 30 (base 11) |
Resources
Life | -108/493 |
Mana | 57/807 |
Healing Factor | 1.0711363549267 |
Regeneration | 0.26778408873167 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9095836023553E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 9 |
Infravision | 5 |
Offense: Mainhand
Damage | 34 |
Accuracy | 31 |
Crit Chance | 11% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 65 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Blight | +17% |
Arcane | +35% |
Cold | +29% |
All | +2% |
Lightning | +40% |
Temporal | +11% |
Fire | +9% |
Physical | +12% |
Offense: Damage Penetration
Acid | +35% |
Lightning | +50% |
Cold | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 5 (35.65183292883%) |
Defense | 55 |
Ranged Defense | 55 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 53 |
Mental Save | 42 |
Defense: Resistances
Acid | + 47%( 70%) |
Arcane | + 31%( 70%) |
Cold | + 32%( 70%) |
All | + 16%( 70%) |
Lightning | + 36%( 70%) |
Physical | + 28%( 70%) |
Mind | + 28%( 70%) |
Fire | + 28%( 70%) |
Darkness | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 35% |
Confusion Resistance | 25% |
Silence Resistance | 28% |
Instadeath Resistance | 100% |
Blind Resistance | 15% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 682% 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. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 337 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous 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. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 113 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. |
Class Talents
Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 2/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. The fortress's current energy level is: 24. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 has completed an elixir of avoidance without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. | 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Armour +3 Silence- +28% Confus- +25% Stun/Frz- +35% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Nature Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Proj.spd +200% Ranged+ +20 cold +8 fire On Hit.r1 +4 lightning +4 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 22 physical damage Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +53.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +8 Dex dps ---------- Dmg.mod +15% acid +6% lightning Res.pen +25% lightning +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +22% acid Crit.chn- 10.00% ---------- misc Light +2 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 28 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +7 Dex +3 Wil dps ---------- Dmg.mod +6% arcane Acc +14 (+7 eff.) Melee Ret 2 arcane ----- def ----- Fatigue -12% ---------- misc Max.enc +52 Max.mana +60.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Phys.save +8 (+4 eff.) Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +5 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +5 Mana/turn +0.23 Max.mana +25.00 Infravis +4 A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 2H weapon [Rare] 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: Stats +13 Mag +11 Wil +8 Cun dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +29 (+7 eff.) S.pwr/crit +7 Dmg.mod +9% blight +6% cold +20% lightning ----- def ----- Resists +6% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Spell.crit +6% Spell.pwr +21 (+5 eff.) Dmg.mod +27% arcane Res.pen +10% acid ----- def ----- Armour +2 Fatigue +3% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.32 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. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +9% acid +10% physical +7% fire +21% cold ----- def ----- Resists +15% acid +14% physical +13% darkness +14% fire +13% cold +14% mind +13% all Phys.save +14 (+7 eff.) Spell.save +14 (+5 eff.) Mind.save +30 (+10 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +46.00 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 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Crit.mult +15.00% S.pwr/crit +3 Dmg.mod +6% blight +9% temporal Melee Ret 6 arcane 2 temporal ---------- misc Mana/turn +0.30 Max.mana +31.00 Max.vim +10.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 703% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 804% 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. Press to compare to your current inscriptions |
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 253 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 508.38 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +15.00% Dmg.mod +12% nature +6% physical Acc +10 (+5 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +24% nature Phys.save +6 (+3 eff.) Die.at -80.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 5.0 T3 staff 2H weapon [Rare] 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 ---------- Phys.crit +5.0% Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +12% mind +20% physical Res.pen +25% blight Acc +25 (+11 eff.) Apr +5 ---------- misc Mana/turn +0.22 Max.mana +62.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +31.00% Spell.pwr +23 (+6 eff.) S.pwr/crit +8 Melee+ 23 fire Dmg.mod +25% lightning ---------- misc See.Invis +17 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 36.00 to 43.19 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Nature Power 34.5 - 51.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature Massive two-handed battleaxes. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +22 temporal While equipped: ----- def ----- Resists +19% temporal +15% light +15% cold Phys.save +6 (+3 eff.) Heal.mod +10% Teleport- +20% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Nature/Master Power 59.0 - 94.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Crit.r2 +28 lightning +24 cold While equipped: dps ---------- Mov.spd +35% Res.pen +14% lightning +13% cold Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature Power 45.5 - 72.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 nature Massive two-handed swords. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Nature/Master Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +13 nature While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +28% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Master Power 37.0 - 59.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +32% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +14 temporal While equipped: dps ---------- Acc +12 (+6 eff.) ----- def ----- Defense +12 (+4 eff.) Resists +12% temporal Disarm- +42% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Normal] Power 26.0 - 41.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Arcane Power 29.0 - 46.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +29 Crit +2.5% Atk.spd 100% Phasing +17% On Hit: * Create an explosion dealing 107 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego++] Arcane/Psionic Power 29.5 - 47.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 107 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +16% cold Res.pen +14% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Nature Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +9 Dex +9 Mag +7 Wil +7 Cun +7 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Nature Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +21 lightning +16 cold While equipped: Stats +3 Cun +4 Con dps ---------- Mind.pwr +15 (+5 eff.) Mov.spd +32% Dmg.mod +18% darkness Res.pen +13% lightning +17% cold ----- def ----- Crit.chn- 15.00% ---------- misc Max.psi +30.00 One-handed war axes. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +14 acid On Hit.r1 +20 lightning While equipped: Stats +3 Wil dps ---------- Spell.crit +2% Dmg.mod +14% acid Res.pen +10% blight Melee Ret 10 blight ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Max.mana +40.00 Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T2 arrow ammo [Rare] Arcane Power 21.5 - 30.1 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 24 Proj.spd +200% Ranged+ +20 nature On Crit.r2 +16 physical On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: ---------- misc Reload +4 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 arrow ammo [Ego+] Master Power 42.0 - 58.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +16 Crit +8.0% Capacity 18 Proj.spd +200% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 18 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +10 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 30 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +25 (+15 eff.) Dmg.mod +16% acid Acc +10 (+5 eff.) ----- def ----- Resists +24% acid +9% all Die.at -60.00 life ---------- misc See.Invis +21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Str +2 Dex +4 Wil dps ---------- Dmg.mod +12% acid +9% physical +9% fire +24% cold Res.pen +10% light ----- def ----- Resists +13% acid +14% physical +6% light +31% cold +13% fire +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +7% temporal +14% physical +10% all Res.pen +7% temporal +6% physical ----- def ----- Resists +11% all Anom.red +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T2 light armor Reqs Str 20 [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+3 eff.) Rng.Def +4 (+1 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+6 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 9.0 T3 light armor Reqs Str 16 [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 16 fire Melee Ret 13 acid 12 fire ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +16% acid +15% fire A suit of armour made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Rare] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +7% arcane +6% mind Spell.save +31 (+10 eff.) Max.HP +100.00 Disarm- +10% Pinning- +10% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +20% acid Max.HP +59.00 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +14 Fatigue +22% Resists +7% acid +8% cold Mind.save +12 (+4 eff.) ---------- misc Breathe water A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +5% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +2% Dmg.mod +12% darkness Res.pen +20% blight +10% darkness Phasing +20% ----- def ----- Armour +3 Fatigue -7% Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.enc +34 Mana/s.crit +2.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +24% fire Res.pen +10% mind +10% fire ----- def ----- Armour +4 Fatigue +3% Resists +27% fire +12% light +8% cold ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 13 mind 19 darkness On Hit (Melee): * 16% chance to reduce all saves and defense by 26 ----- def ----- Armour +3 Mind.save -11 (-4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
By Estus the Higher Archmage level 30
76th Dusk 123rd year of Ascendancy at 01:21 see stats
By Estus the Higher Archmage level 29
65th Dusk 123rd year of Ascendancy at 17:20 see stats
By Estus the Higher Archmage level 27
49th Dusk 123rd year of Ascendancy at 10:26 see stats
By Estus the Higher Archmage level 15
72nd Haze 122nd year of Ascendancy at 07:12 see stats
By Estus the Higher Archmage level 30
2nd Haze 123rd year of Ascendancy at 04:28 see stats
By Estus the Higher Archmage level 20
57th Regrowth 123rd year of Ascendancy at 18:30 see stats
By Estus the Higher Archmage level 30
76th Dusk 123rd year of Ascendancy at 00:44 see stats
By Estus the Higher Archmage level 10
10th Haze 122nd year of Ascendancy at 06:42 see stats
By Estus the Higher Archmage level 20
3rd Regrowth 123rd year of Ascendancy at 02:56 see stats
By Estus the Higher Archmage level 30
75th Dusk 123rd year of Ascendancy at 19:43 see stats
By Estus the Higher Archmage level 3
75th Pyre 122nd year of Ascendancy at 00:51 see stats
By Estus the Higher Archmage level 22
39th Pyre 123rd year of Ascendancy at 06:54 see stats
By Estus the Higher Archmage level 17
5th Allure 123rd year of Ascendancy at 23:05 see stats
By Estus the Higher Archmage level 12
35th Haze 122nd year of Ascendancy at 05:58 see stats
By Estus the Higher Archmage level 30
76th Dusk 123rd year of Ascendancy at 01:21 see stats
By Estus the Higher Archmage level 22
10th Mirth 123rd year of Ascendancy at 20:51 see stats
By Estus the Higher Archmage level 19
10th Allure 123rd year of Ascendancy at 19:31 see stats
Log
Poison from Zubimira the rattlesnake hits Estus for 17 nature damage.
Hurricane from Estus hits Zubimira the rattlesnake for 118 lightning damage.
Zubimira the rattlesnake's static net area effect hits Estus for 32 lightning damage.
Zubimira the rattlesnake uses Stunning Blow.
Zubimira the rattlesnake misses Estus.
Estus resists the stunning blow!
Melee retaliation hits Zubimira the rattlesnake for (1 to psi shield), 1 temporal, 6 arcane (7 total damage).
Zubimira the rattlesnake hits Estus for 65 physical, 63 lightning (129 total damage).
Estus is recovering from the damage!
Talent Chain Lightning is ready to use.
Thunderstorm hits Zubimira the rattlesnake for 20 lightning damage.
Poison from Zubimira the rattlesnake hits Estus for 19 nature damage.
Zubimira the rattlesnake shrugs off Estus's 'Dazed'!
Hurricane from Estus hits Zubimira the rattlesnake for 95 lightning damage.
Melee retaliation hits Zubimira the rattlesnake for (0 to psi shield), 1 temporal, 6 arcane (7 total damage).
Zubimira the rattlesnake's Beyond the Flesh hits Estus for 90 physical, 35 light, 30 darkness (155 total damage).
Estus casts Lightning.
Estus's spell attains critical power!
Zubimira the rattlesnake deactivates Heartstart.
Zubimira the rattlesnake shrugs off Estus's 'Dazed'!
Estus hits Zubimira the rattlesnake for 366 lightning damage.
Melee retaliation hits Zubimira the rattlesnake for (0 to psi shield), 1 temporal, 6 arcane (7 total damage).
Zubimira the rattlesnake's Quickdraw Knife hits Estus for (102 ignored), 0 physical (0 total damage).
Zubimira the rattlesnake uses Telekinetic Smash.
Estus is stunned!
Melee retaliation hits Zubimira the rattlesnake for (0 to psi shield), 1 temporal, 6 arcane, (0 to psi shield), 1 temporal, 5 arcane (12 total damage).
Zubimira the rattlesnake hits Estus for 219 physical damage.
Estus the level 31 higher archmage was sliced to death by Zubimira the rattlesnake on level 1 of Ruined Dungeon.
The furious lightning storm around Estus calms down and disappears.