











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Wanderer |
| Level / Exp | 23 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Lisirenor the dremling at level 23 on the 37th Regrowth 123rd year of Ascendancy at 01:47 / 1 |
Primary Stats
| Strength | 101 (base 53) |
| Dexterity | 24 (base 12) |
| Constitution | 59 (base 20) |
| Magic | 21 (base 12) |
| Willpower | 40 (base 20) |
| Cunning | 43 (base 26) |
Resources
| Life | -144/785 |
| Stamina | 193/241 |
| Healing Factor | 1.5051133323993 |
| Regeneration | 13.320252991734 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 3 |
| See Stealth | 11 |
| See Invisible | 19 |
Offense: Mainhand
| Damage | 176 |
| Accuracy | 57 |
| Crit Chance | 21% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 33 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +11% |
| Blight | +6% |
| Physical | +6% |
| Mind | +11% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Light | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 38.261425549383 (78.809061890258%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 26 |
| Physical Save | 45 |
| Spell Save | 25 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 34%( 70%) |
| Blight | + 12%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 23%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 32%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 47%( 70%) |
| Lightning | + 23%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Knockback Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 38% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 60 with a minimum range of 15. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 472% 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 506 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 242 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Stealth | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cunning / Trapping | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Grappling | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Disfigured face | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.20 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torment | 1.00 |
| 0/5 |
| 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 |
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 repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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 xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one 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.' * You've found the needed orc heart. | 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 within8 lumberjacks have died. | done |
Equipment
| On feet | Dayparry the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +10 Cun +3 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% mind Res.pen +15% light Melee Ret 4 light ----- def ----- Armour +3 Phys.save +8 (+3 eff.) Spell.save +9 (+5 eff.) Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.04 A pair of boots made of leather. |
| Light source | watchleader's alchemist's lamp of focus1.0 T3 lite [Ego+] Master/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Blind- +38% Confus- +10% ---------- misc Light +7 See.Stealth +11 See.Invis +7 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Betydalaith (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +10 Str +2 Dex +4 Wil +5 Cun +3 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% physical Phys.save +5 (+2 eff.) ---------- misc See.Invis +12 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | gold ring 'Chokhad'0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +12 Str +4 Mag +2 Cun +12 Con dps ---------- Phys.crit +1.0% Phys.pwr +17 (+5 eff.) Spell.pwr +6 (+3 eff.) Acc +30 (+8 eff.) ----- def ----- Defense +10 (+5 eff.) Rings make your fingers look great! |
| On fingers | Malugoldil0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% physical +11% fire Apr +1 ----- def ----- Resists +22% fire Die.at -80.00 life Rings make your fingers look great! |
| Around waist | Mayolralle the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +4% physical Crit.chn- 5.00% Die.at -60.00 life HP.reg +0.90 Heal.mod +18% Disease- +20% A belt that goes around your waist. |
| In main hand | Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Unarmed combat: Power 17.0 - 18.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.0% Atk.spd 125% Melee+ +10 lightning +10 cold On Hit: 25% Call Lightning 5 Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 181.16 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Emelorewyn the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Spell.pwr +20 (+9 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +20% acid +14% light +3% blight +5% arcane +12% darkness HP.reg +7.70 ---------- misc Stam/turn +1.00 A suit of armour made of metal plates. |
| Cloak | cashmere cloak 'Halerain' (6 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +2 Mag +4 Wil +3 Con dps ---------- Spell.crit +2% ----- def ----- Defense +6 (+3 eff.) Resists +7% acid +11% light +19% fire +5% lightning +5% cold Phys.save +8 (+3 eff.) Stealth +8 Max.HP +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Chalarach0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +5 Str +5 Dex +3 Mag +5 Wil +3 Con dps ---------- Dmg.mod +6% blight ----- def ----- Armour +8 Resists +2% physical ---------- misc Infravis +3 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 158; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
healing infusion of the warrior (heal 244; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 244 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 |
heroism infusion of the titan (die at -543; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -543 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1086 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
regeneration infusion of the warrior (heal 403; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Strength 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 |
wild infusion of the warrior (res 36%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 252; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 252.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
ethereal rune of the warrior (power 31; resist 26%; move 42%; dur 5; cd 21)0.1 rune scroll [Ego] 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 26% all resistance, you move 42% faster, and you are invisible (power 31). 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. |
shatter afflictions rune of the warrior (absorb 146; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 146 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 353; dur 4; 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 create a protective shield absorbing at most 353 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. |
Hathydraruiran the Galehacker0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +21% lightning Res.pen +25% lightning Melee Ret 4 light 4 fire ----- def ----- Resists +6% light Mind.save +7 (+4 eff.) Confus- +12% ---------- misc Light +2 Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +11% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
insulating steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% fire +11% cold Heal.mod +12% Cut- +40% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
warmaker's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Str +4 Dex +4 Wil Amulets make your neck look great! |
Amoyarim the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Wil +4 Cun +5 Con dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Infravis +2 Rings make your fingers look great! |
Daytooth0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% light Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- HP.reg +2.00 Stun/Frz- +23% ---------- misc Light +1 Rings make your fingers look great! |
Poryssra0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane +6% physical Acc +5 (+2 eff.) ----- def ----- Resists +12% light Spell.save +6 (+3 eff.) Blind- +20% Cut- +20% ---------- misc Stam/turn +1.00 Rings make your fingers look great! |
copper ring 'Woetitan'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Wil +4 Cun +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% darkness Res.pen +20% darkness +10% mind ----- def ----- Resists +6% fire Rings make your fingers look great! |
marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
marksman's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
savior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
steel ring 'Olyreneg'0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +2% Dmg.mod +12% nature +6% mind Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +24% nature ---------- misc Equi/ret +0.08 Rings make your fingers look great! |
treant's steel ring of lightning (+7%)0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +7% blight +7% nature +24% lightning Poison- +14% Disease- +12% Rings make your fingers look great! |
Flashsweeper the steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 18.0 - 27.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +8 fire +7 cold On Hit.r1 +8 light +9 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Melee Ret 2 fire ----- def ----- Resists +6% fire ---------- misc Light +1 Massive two-handed battleaxes. |
Shinehash (30-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 blight On Hit.r1 +8 lightning On Crit.r2 +4 light On Hit: 20% Epidemic 3 On Hit: * 12% chance to reduce strength, dexterity, and constitution by 18 While equipped: dps ---------- Res.pen +12% all +13% physical Acc +26 (+7 eff.) Apr +24 ----- def ----- Resists +9% lightning Disease- +27% ---------- misc Light +3 Massive two-handed battleaxes. |
Stormfront (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Dazzlewing the dwarven-steel dagger (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +9 Wil +2 Cun +7 Con dps ---------- Melee Ret 8 light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% cold +5% arcane +9% temporal Max.HP +12.00 Sharp, short and deadly. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 83.49 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Blindradiance (42-64 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Master Power 42.5 - 63.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 darkness While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +7% physical Acc +10 (+3 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed mauls. |
Gloravena the dwarven-steel greatmaul (54-82 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 light Against +12% Undead While equipped: dps ---------- Spell.crit +2% Acc +13 (+4 eff.) Melee Ret 2 arcane ----- def ----- Defense +7 (+3 eff.) Resists +2% physical Disarm- +36% ---------- misc Mana/turn +0.16 Massive two-handed mauls. |
Aerada (21-34 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 21.0 - 33.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 acid On Crit.r2 +12 lightning +20 cold While equipped: Stats +2 Con dps ---------- Mov.spd +34% Dmg.mod +3% acid Res.pen +10% lightning +16% cold +10% all Acc +22 (+6 eff.) Apr +7 ----- def ----- Defense +9 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +31% Massive two-handed swords. |
Cracklegore the iron mace (18-26 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +7 Mag +1 Wil +1 Con dps ---------- Dmg.mod +6% lightning Blunt and deadly. |
Cuthagen the pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Random Unique] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 7 acid Dmg.mod +10% acid +9% fire +10% cold +12% lightning Res.pen +11% acid ----- def ----- Resists +5% acid +1% physical +5% arcane Spell.save +3 (+2 eff.) Max.HP +14.00 HP.reg +2.70 Blind- +10% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 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. |
Issodan the Ichorkill (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +3 Wil dps ---------- Mind.crit +4% Mind.pwr +6 (+3 eff.) Dmg.mod +7% mind +2% nature ----- def ----- Resists +4% blight +6% nature Phys.save +3 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Disease- +10% ---------- misc Equi/ret +0.70 Psi/m.crit +1.00 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. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+2 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
ash vilestaff of wizardry (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego+] 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: Stats +1 Mag +2 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+5 eff.) Dmg.mod +15% acid ---------- misc Max.mana +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 9.16 cold damage and 9.71 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.83 to 38.50 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Airquarry1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Con dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +2 ----- def ----- Defense +9 (+4 eff.) Resists +9% lightning Stealth +6 ---------- misc Mana/s.crit +2.00 See.Invis +3 A belt that goes around your waist. |
Elowe the Infernoreeve1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +7 Lck dps ---------- Dmg.mod +3% fire ----- def ----- Resists +9% blight +6% lightning Stealth +10 Blind- +20% Stun/Frz- +20% Knockbk- +20% ---------- misc T.Disarm +20 Infravis +4 A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ---------- misc Mana/turn +0.17 Max.mana +21.00 A belt that goes around your waist. |
Adyda (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +9% temporal +7% fire +22% cold +5% lightning Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Durekan (2 def, 2 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +7% darkness ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +14% darkness +12% cold Spell.save +9 (+5 eff.) Stealth +15 Max.HP +60.00 Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Erelyroddasin the Jetblood (7 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 darkness ----- def ----- Defense +7 (+3 eff.) Phys.save +22 (+8 eff.) Mind.save +6 (+3 eff.) Blind- +20% Disarm- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorchrain (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% mind +6% fire ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Porussra' (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +8 Defense +2 (+1 eff.) Resists +3% acid +11% cold +6% light +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +12% darkness +11% temporal Phys.save +5 (+2 eff.) Def/telep +10 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Taintsting (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +7 Mag +9 Wil +5 Cun +5 Con ----- def ----- Resists +6% nature +11% all ---------- misc Mana/turn +0.13 Psi/turn +0.13 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Borelefast (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +7% acid +7% blight Apr +4 ----- def ----- Armour +7 Fatigue +3% HP.reg +1.00 Heal.mod +12% Disease- +20% ---------- misc Stam/turn +3.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Glintwrecker the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Cun +2 Wil ----- def ----- Armour +3 Fatigue -3% Resists +3% nature Phys.save +7 (+3 eff.) ---------- misc Max.enc +24 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Dairurain' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.crit +2.0% Crit.mult +20.00% ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.60 Max.stam +19.00 A pair of boots made of leather. |
pair of iron boots 'Relgodan' (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Mov.spd +25% Res.pen +15% acid +5% physical +5% arcane Acc +10 (+3 eff.) ----- def ----- Armour +9 Fatigue +2% Resists +3% physical ---------- misc Stam/turn +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Squalorreaper' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Mag +1 Wil dps ---------- Res.pen +5% nature Melee Ret 4 arcane ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+2 eff.) ---------- misc Max.enc +23 Max.mana +20.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 125% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
Ulfyfast the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Phys.crit +1.0% Spell.pwr +7 (+4 eff.) Melee+ 7 arcane Dmg.mod +5% arcane +12% temporal Acc +10 (+3 eff.) Apr +5 ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +3% physical Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +7 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Xerysegaba (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 acid Dmg.mod +3% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Armour +2 Fatigue +3% Resists +5% acid +3% blight HP.reg +7.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.30 Max.stam +26.00 Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +8 acid On Hit: 20% Nightmare 3 On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Acc +13 (+4 eff.) Apr +7 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Phys.save +6 (+2 eff.) Spell.save +13 (+7 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +17 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 On Hit: * 10% chance to slow global speed by 48% * 12% chance to reduce armor by 28% Metal gloves protecting the hands up to the middle of the lower arm. |
Ce'Ninor (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Armour +3 Fatigue +3% Resists +14% light +2% physical +16% darkness +6% mind Crit.chn- 5.00% Die.at -60.00 life Max.HP +40.00 Poison- +20% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Scumkin (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +20% mind ----- def ----- Armour +3 Fatigue +3% Resists +7% acid +8% cold +3% mind +7% fire +9% nature +20% lightning A cap made of leather. |
Vorerann the Darkravage (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane While equipped: Stats +9 Mag +8 Wil dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +12% light +9% temporal ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal +18% light +3% darkness Def/telep +15 Res/telep +15% Dur/telep +15% A pointy cloth hat, very wizardly... |
hardened leather cap 'Brenesin' (0 def, 3 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +7 Cun +3 Wil dps ---------- Phys.crit +3.0% Mind.pwr +4 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +3% Crit.chn- 15.00% A cap made of leather. |
iron helm 'Glimmerzeal' (30 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Acc +10 (+3 eff.) Melee Ret 10 light ----- def ----- Armour +4 Defense +30 (+14 eff.) Fatigue +5% ---------- misc Light +3 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 41.39 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
dwarven-steel plate armour 'Korizilarand' (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun +3 Dex ----- def ----- Armour +11 Fatigue +22% Resists +15% lightning +17% fire +5% mind Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
7 agate0.0 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. |
197 alchemist agate0.0 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. |
aquamarine0.0 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. |
6 opal0.0 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. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Flashsmasher the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +6% arcane Res.pen +5% arcane +10% lightning Melee Ret 8 blight ----- def ----- Resists +10% nature +3% blight Pinning- +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel0.0 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 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 89.36 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 89.36 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. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +6 (+2 eff.) ---------- 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Chamirath [power 2] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +10% arcane ----- def ----- Resists +5% arcane 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 all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force 'Duathelmark' [power 100] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Melee Ret 8 darkness ----- def ----- Resists +3% acid +9% cold +3% darkness Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 106 physical damage Puts all charms on 15 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Layywe the Glitterbraid [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% Res.pen +10% light ---------- misc Psi/ret +0.04 Light +2 Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Jetoblivion' [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Cun +1 Wil dps ---------- Crit.mult +5.00% Res.pen +10% darkness ---------- misc Psi/ret +0.16 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
extending ash totem of summon tentacle [power 165] (25 cooldown)2.0 T2 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 415 Base Damage: 187 Armor: 6 All Resist: 0 Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
extending elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
piercing ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Ego+] Nature Sting an enemy dealing 188 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
3 amethyst0.0 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. |
Delaldir [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+9 eff.) Res.pen +10% acid ----- def ----- Resists +6% acid Silence- +20% Pinning- +10% ---------- misc Equi/ret +0.12 Max.psi +20.00 Fire a magical bolt dealing 110 lightning damage Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of conjuration [power 145] (23 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 145 lightning damage Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elm wand of conjuration [power 110] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 110 acid damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
powerful elm wand of lightning storm [power 110] (15 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (110 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 ametrine0.0 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. |
2 citrine0.0 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. |
4 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Zhrek the Cornac Wanderer level 21
28th Regrowth 123rd year of Ascendancy at 20:57 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Zhrek the Cornac Wanderer level 8
1st Summertide 122nd year of Ascendancy at 12:17 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Zhrek the Cornac Wanderer level 10
6th Haze 122nd year of Ascendancy at 09:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Zhrek the Cornac Wanderer level 20
26th Regrowth 123rd year of Ascendancy at 13:39 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Zhrek the Cornac Wanderer level 17
10th Allure 123rd year of Ascendancy at 06:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Zhrek the Cornac Wanderer level 8
79th Pyre 122nd year of Ascendancy at 11:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Zhrek the Cornac Wanderer level 19
23rd Regrowth 123rd year of Ascendancy at 09:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Zhrek the Cornac Wanderer level 23
36th Regrowth 123rd year of Ascendancy at 05:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Zhrek the Cornac Wanderer level 16
9th Allure 123rd year of Ascendancy at 22:30 see stats
Log
Zhrek resists the teleport!
Lisirenor the dremling's warp mine: toward hits Zhrek for 37 temporal, 39 physical (75 total damage).
Lava floor heals Lisirenor the dremling!
Lisirenor the dremling receives 130 healing.
Lisirenor the dremling is not stunned anymore.
Lava floor burns Zhrek!
Lisirenor the dremling hits Zhrek for 56 fire damage.
Zhrek triggers a trap (Lisirenor the dremling's warp mine: away)!
Zhrek resists the teleport!
Lisirenor the dremling's warp mine: away hits Zhrek for 70 temporal, 73 physical (144 total damage).
Lava floor heals Lisirenor the dremling!
Lisirenor the dremling casts Banish.
Zhrek resists the banishment!
Zhrek loses sight!
Lisirenor the dremling receives 130 healing.
Something heals Something!
Something hits Zhrek for 118 temporal damage.
Something receives 130 healing.
Zhrek resists the teleport!
Something hits Zhrek for 72 temporal, 75 physical (147 total damage).
Zhrek resists the teleport!
Something hits Zhrek for 56 temporal, 58 physical (114 total damage).
Something heals Something!
Something receives 130 healing.
Something heals Something!
Something hits Zhrek for 171 physical damage.
Something receives 130 healing.
Zhrek the level 23 cornac wanderer was chopped into tiny pieces to death by Lisirenor the dremling on level 1 of Fearscape.
You are brought back from the Fearscape!


































































































































