











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.0Donators/Buyers bonus! Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.2This 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 Forbidden Cults 1.7.0Official 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 | Female |
Race | Drem |
Class | Wyrmic |
Level / Exp | 31 / 59% |
Size | huge |
Lifes / Deaths | Killed by Elewe the corrupted mastocytic feeder at level 31 on the 44th Steel 123rd year of Ascendancy at 01:08 / 1 |
Primary Stats
Strength | 126 (base 47) |
Dexterity | 11 (base 10) |
Constitution | 24 (base 11) |
Magic | 41 (base 27) |
Willpower | 67 (base 60) |
Cunning | 10 (base 10) |
Resources
Life | -161/1175 |
Mana | 269/565 |
Equilibrium | 30 |
Healing Factor | 1.2572674059367 |
Regeneration | 26.35747012657 |
Speed
Mental | +2.90723440879% |
Attack | +2.90723440879% |
Movement | +32.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 64 |
Accuracy | 35 |
Crit Chance | 9% |
APR | 12 |
Speed | 0.97 |
Offense: Offhand
Damage | 31 |
Accuracy | 55 |
Crit Chance | 9% |
APR | 27 |
Speed | 0.97 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 6% |
Speed | 0.97174897930653 |
Offense: Damage Bonus
Acid | +75% |
Blight | +20% |
Physical | +30% |
Cold | +20% |
All | 0% |
Lightning | +20% |
Light | +4% |
Temporal | +5% |
Mind | +32% |
Darkness | +53% |
Fire | +20% |
Nature | +32% |
Offense: Damage Penetration
Cold | +30% |
Lightning | +30% |
Acid | +95% |
Darkness | +30% |
Blight | +30% |
Physical | +45% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 59.089348373821 (81.151787968034%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 28 |
Mental Save | 39 |
Defense: Resistances
Acid | + 78%( 80%) |
Blight | + 23%( 70%) |
Arcane | + 24%( 70%) |
Cold | + 40%( 70%) |
All | + 15%( 70%) |
Physical | + 38%( 75%) |
Lightning | + 56%( 70%) |
Light | + 20%( 70%) |
Temporal | + 20%( 70%) |
Mind | + 20%( 70%) |
Darkness | + 20%( 70%) |
Fire | + 26%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 19% |
Confusion Resistance | 42% |
Poison Resistance | 12% |
Blind Resistance | 39% |
Silence Resistance | 20% |
Bleed Resistance | 30% |
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 59% |
Inscriptions (4/4)
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 194 damage for 4 turns. Its effects scale with your Constitution stat. |
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 188 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Willpower 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 488 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
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 grave | 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 lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (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 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * '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.' * You've found the needed vial of greater demon bile. 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 pouch of bone giant dust. * You've found the needed skeleton mage skull. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Crit.mult +10.00% Dmg.mod +6% acid Res.pen +5% acid Acc +25 (+10 eff.) ----- def ----- Armour +4 Defense +5 (+4 eff.) Fatigue +3% ---------- misc Stam/turn +0.40 Max.stam +16.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% acid +12% mind Res.pen +20% acid ----- def ----- Armour +6 Fatigue +3% ---------- misc Light +2 Infravis +3 A cap made of leather. |
On hands | ![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Apr +2 On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Defense +10 (+6 eff.) Resists +3% temporal Die.at -80.00 life Blind- +20% Cut- +20% Sting an enemy dealing 248 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +9 Str +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +32 (+6 eff.) Melee Ret 4 fire ----- def ----- Armour +10 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +8% nature +7% blight Max.HP +46.00 HP.reg +6.00 Heal.mod +14% Poison- +12% Disease- +14% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +6% acid +5% temporal +4% light +5% physical +3% mind +29% darkness Melee Ret 2 mind ----- def ----- Resists +3% darkness Amulets make your neck look great! |
In main hand | ![]() 5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Mind.pwr +20 (+7 eff.) Dmg.mod +15% acid Res.pen +25% acid ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Equi/ret +0.08 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +8 (+1 eff.) ----- def ----- Resists +6% light +3% temporal Phys.save +7 (+2 eff.) HP.reg +4.00 Confus- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind 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% Melee+ +16 acid While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 mind 8 darkness Dmg.mod +15% acid +17% mind +4% darkness ----- def ----- Resists +9% acid Mind.save +6 (+2 eff.) ---------- misc Max.hate +6.00 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Acc +20 (+8 eff.) ----- def ----- Defense +2 (+2 eff.) Fatigue -6% Resists +12% lightning +12% cold +5% arcane Die.at -40.00 life Max.HP +43.00 Silence- +20% Disarm- +10% ---------- misc Max.stam +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+4 eff.) ----- def ----- Armour +21 Fatigue +22% Resists +32% acid +11% physical +30% lightning +5% arcane +9% cold +6% mind +10% fire Cut- +10% ---------- misc Max.psi +40.00 A suit of armour made of metal plates. |
Inventory
![]() 0.1 infusion scroll [Normal] 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 8 turns. While Heroism is active, you will only die when reaching -339 life. The duration and life will increase by 1% for every 1% life you have lost (currently 724 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 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 7 turns. While Heroism is active, you will only die when reaching -489 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1046 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 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 522% 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. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 750% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 533% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 438.90 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 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 498 damage for 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 63 with a minimum range of 15. 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] Arcane While equipped: Stats +2 Mag +8 Cun +6 Con dps ---------- Dmg.mod +14% darkness +15% light ----- def ----- Resists +28% darkness ---------- misc See.Invis +9 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +4 Con dps ---------- Dmg.mod +13% fire ----- def ----- Defense +15 (+9 eff.) Resists +6% lightning +26% fire Phys.save +12 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 3.0 T5 battleaxe 2H weapon [Rare] Master Power 58.0 - 87.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Res.pen +25% acid Acc +21 (+9 eff.) ----- def ----- Defense +20 (+11 eff.) Resists +18% blight Crit.dmg- 15.00% Phys.save +12 (+4 eff.) Die.at -80.00 life Cut- +20% Disarm- +64% Massive two-handed battleaxes. |
![]() 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 (+9 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. |
![]() 3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 8 acid Dmg.mod +8% acid Res.pen +7% acid ----- def ----- Resists +7% acid +5% mind +3% lightning Crit.dmg- 10.00% Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +11 (+4 eff.) HP.reg +2.00 ---------- misc Psi/turn +0.30 Equi/ret +1.40 Max.psi +22.00 Light +2 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. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +10.00% Mind.pwr +6 (+2 eff.) All.spd +4% Melee+ 10 fire Dmg.mod +7% fire Res.pen +6% fire ----- def ----- Resists +9% fire ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature Power 12.5 - 13.8 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: Stats +5 Str +4 Dex +4 Mag +3 Wil +6 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 14 lightning Dmg.mod +6% nature +13% lightning Res.pen +6% nature +13% lightning ----- def ----- Resists +5% nature +8% lightning ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master 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 +17% Crit.mult +13.00% Spell.pwr +12 (+5 eff.) S.pwr/crit +4 Dmg.mod +25% acid ----- def ----- Defense +17 (+10 eff.) ---------- misc Mana/turn +0.12 Max.vim +20.00 Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 85.25 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Arcane Power 42.0 - 50.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +20 (+8 eff.) Dmg.mod +42% light +6% mind Res.pen +15% blight Melee Ret 6 blight ----- def ----- Resists +15% blight Mind.save +12 (+4 eff.) Max.HP +100.00 ---------- misc Psi/ret +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Cun dps ---------- Spell.pwr +30 (+11 eff.) Res.pen +5% blight On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +13.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +3 Wil ----- def ----- Armour +5 Defense +13 (+8 eff.) Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Ego++] Master While equipped: Stats +2 Str +6 Dex +7 Cun dps ---------- Acc +6 (+3 eff.) Apr +7 ----- def ----- Armour +2 Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Str +5 Dex +6 Mag +5 Cun +2 Con dps ---------- Melee+ 8 cold Dmg.mod +3% darkness +6% cold ----- def ----- Armour +2 Resists +7% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +10 Cun +3 Con dps ---------- Mind.crit +2% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+4 eff.) Res.pen +15% mind Acc +8 (+4 eff.) Apr +4 On Melee Ret: * 12% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+5 eff.) Fatigue +4% Resists +3% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +14 Defense +3 (+3 eff.) Fatigue +7% Phys.save +8 (+3 eff.) Mind.save +15 (+5 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +10 Defense +5 (+4 eff.) Fatigue +12% Resists +23% blight +20% darkness ---------- misc Light +2 A suit of armour made of mail. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +5 Wil dps ---------- Spell.pwr +15 (+6 eff.) Dmg.mod +18% cold Res.pen +20% blight ----- def ----- Armour +16 Fatigue +22% Spell.save +15 (+8 eff.) Max.HP +60.00 ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 A suit of armour made of metal plates. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +3 Wil +3 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+2 eff.) Dmg.mod +9% darkness +6% mind Res.pen +10% acid ----- def ----- Resists +9% lightning +8% light +14% blight +3% nature +7% darkness Affinity +5% darkness ---------- misc Light +4 Infravis +7 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 24 blight damage or heals 30 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +4 Resists +12% temporal +1% physical Spell.save +18 (+9 eff.) Blast the opponent's mind dealing 145 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% lightning +10% acid Melee Ret 4 lightning ----- def ----- Resists +6% acid +3% lightning Sting an enemy dealing 446 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 22% for 2 turns. 100% to increase all damage by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Mind.pwr +20 (+7 eff.) Dmg.mod +12% fire Melee Ret 4 fire ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Wards +2 blight +3 temporal +3 nature +4 light Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 68 lightning damage and will be dazed for 1 turn (340 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +5 Str +3 Mag +6 Cun +10 Con dps ---------- Mind.pwr +25 (+8 eff.) ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 104 lightning damage and will be dazed for 1 turn (520 total damage) Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Chuma Blightled the Drem Wyrmic level 30
37th Steel 123rd year of Ascendancy at 01:12 see stats
By Chuma Blightled the Drem Wyrmic level 21
6th Wealth 122nd year of Ascendancy at 13:29 see stats
By Chuma Blightled the Drem Wyrmic level 27
16th Steel 123rd year of Ascendancy at 12:42 see stats
By Chuma Blightled the Drem Wyrmic level 29
35th Steel 123rd year of Ascendancy at 04:48 see stats
By Chuma Blightled the Drem Wyrmic level 10
25th Voratun 122nd year of Ascendancy at 10:26 see stats
By Chuma Blightled the Drem Wyrmic level 20
35th Profit 122nd year of Ascendancy at 11:49 see stats
By Chuma Blightled the Drem Wyrmic level 30
35th Steel 123rd year of Ascendancy at 12:24 see stats
By Chuma Blightled the Drem Wyrmic level 24
28th Dearth 122nd year of Ascendancy at 23:13 see stats
By Chuma Blightled the Drem Wyrmic level 22
12nd Wealth 122nd year of Ascendancy at 23:29 see stats
By Chuma Blightled the Drem Wyrmic level 9
23rd Voratun 122nd year of Ascendancy at 18:15 see stats
By Chuma Blightled the Drem Wyrmic level 24
9th Iron 123rd year of Ascendancy at 11:21 see stats
By Chuma Blightled the Drem Wyrmic level 15
4th Profit 122nd year of Ascendancy at 19:17 see stats
By Chuma Blightled the Drem Wyrmic level 21
5th Wealth 122nd year of Ascendancy at 12:42 see stats
By Chuma Blightled the Drem Wyrmic level 15
7th Profit 122nd year of Ascendancy at 12:59 see stats
Log
Something hits Chuma Blightled for damage.
Something hits Something for damage.
Chuma Blightled misses Something.
Chuma Blightled misses Something.
Talent Infusion: Regeneration is ready to use.
Talent Venomous Breath is ready to use.
Talent Quake is ready to use.
Chuma Blightled uses Infusion: Regeneration.
Chuma Blightled starts regenerating health quickly.
Chuma Blightled misses Something.
Chuma Blightled hits Something for (7 to ice), 11 mind, (5 to ice), 8 acid, (1 to ice), 2 darkness, (1 to ice), 2 mind (23 total damage).
Something performs a melee critical strike against Chuma Blightled!
Chuma Blightled's Blinded was extended!
Chuma Blightled's Disable was extended!
Chuma Blightled's Regeneration was disrupted!
Chuma Blightled's Elemental Harmony was stripped!
Something hits Chuma Blightled for 89 physical, 173 physical, 11 darkness (273 total damage).
Talent Frenzy is ready to use.
Something performs a melee critical strike against Chuma Blightled!
Chuma Blightled is disarmed!
Chuma Blightled is stunned!
Something performs a melee critical strike against Chuma Blightled!
Something hits Chuma Blightled for 234 physical, 11 darkness, 283 physical (528 total damage).
Chuma Blightled misses Something.
Something hits Chuma Blightled for 422 blight damage.
Chuma Blightled the level 31 drem wyrmic was diseased to death by Elewe the corrupted mastocytic feeder on level 1 of The Godfeaster.