










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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:
Items Vault 1.6.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.0Official 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 | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Doombringer |
| Level / Exp | 27 / 14% |
| Size | small |
| Lifes / Deaths | Killed by Ce'Nera the black jelly at level 12 on the 61st Dusk 122nd year of Ascendancy at 00:33 0 / 7Killed by jelly at level 12 on the 61st Dusk 122nd year of Ascendancy at 03:58 Killed by Lisaramira the corrupted mastocytic feeder at level 15 on the 73rd Dusk 122nd year of Ascendancy at 17:18 Killed by jelly at level 25 on the 52nd Pyre 123rd year of Ascendancy at 06:46 Killed by jelly at level 25 on the 52nd Pyre 123rd year of Ascendancy at 10:49 Killed by jelly at level 26 on the 56th Pyre 123rd year of Ascendancy at 06:23 Killed by Grand Corruptor at level 27 on the 7th Flare 123rd year of Ascendancy at 21:37 |
Primary Stats
| Strength | 39.445850031831 (base 52) |
| Dexterity | 18 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 83 (base 58) |
| Willpower | 15 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | -33/826 |
| Stamina | 114/190 |
| Vim | 31/279 |
| Healing Factor | 1.3214285714285 |
| Regeneration | 0.33035714285714 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 9 |
| See Invisible | 5 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 57 |
| Crit Chance | 17% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 63 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 17 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +7% |
| Physical | +5% |
| Cold | +18% |
| All | 0% |
| Darkness | +9% |
| Light | +10% |
| Temporal | +9% |
| Mind | +9% |
Offense: Damage Penetration
| Darkness | +10% |
| Cold | +35% |
| Physical | +15% |
Defense: Base
| Armour (hardiness) | 44.723073231957 (30%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 39 |
| Spell Save | 33 |
| Mental Save | 14 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 43%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 1%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Disarm Resistance | 22% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 61% |
| Pinning Resistance | 26% |
| Poison Resistance | 13% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 1 each turn for 10 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 4 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| 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 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Abyssal Shield |
| detrimental effect | Your body is cauterizing, burning for 8.41 damage each turn. Cauterize |
| detrimental effect | The target is infected by a disease, reducing its strength by 15 and doing 29.37 blight damage per turn. Weakness Disease |
| beneficial effect | Reduces all incoming all damage by 65. All Psionic Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You failed to protect the injured seer from death by shivgoroth. Escort: injured seer (level 3 of Norgos Lair) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the worried loremaster from death by giant venus flytrap. Escort: worried loremaster (level 2 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 fire 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have forced a recall while in an exploratory farportal zone. The farportal was rendered unusable in the process. The fortress's current energy level is: 83. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed orc heart. * You've found the needed naga tongue. 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' 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 snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Samytodan the Duathelhue (0 def, 6 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Changes stats: +5 Dex / +7 Mag / +2 Wil / +7 Lck Changes damage: +7% acid / +9% darkness / +7% blight Stealth bonus: +8 Disease immunity: +35% Maximum mana: +40.00 Spellpower: +6 (+1 eff.) Infravision radius: +2 A pair of boots made of leather. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Quenchspar' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +6 Con Changes resistances: +3% temporal / +13% light / +12% darkness Changes resistances penetration: +20% cold Changes damage: +6% cold A cap made of leather. |
| Tool | Lisudawyn the dwarven-steel torque of psionic shield [power 65] (20/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% blight / +3% fire Cut immunity: +20% Healing mod.: +5% It can be used to setup a psionic shield, reducing all damage taken by 65 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | GreencutInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +9% lightning / +9% temporal / +8% blight / +10% nature / +5% arcane Poison immunity: +13% Disease immunity: +11% Mental crit. chance: +1% Rings can have magical properties. |
| On fingers | Jetpyre of the BlightspawnCrafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +17 Defense: +16 (+5 eff.) Effects when hit in melee: * 24% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to reduce damage dealt by 10% Damage when hit (Melee): 6 darkness Changes resistances: +3% darkness Changes resistances penetration: +10% darkness Disarm immunity: +22% Pinning immunity: +26% Knockback immunity: +21% Maximum life: +20.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Tidebreacher (54.5-87.2 power, 3 apr)Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Defense: +9 (+3 eff.) Changes resistances: +3% mind / +6% fire Changes damage: +12% cold Physical save: +12 (+4 eff.) Maximum life: +40.00 Healing mod.: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
| On hands | Duvodan the dwarven-steel gauntlets (0 def, 8 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 8 physical Changes stats: +1 Str / +3 Mag Changes resistances: +1% physical Changes resistances penetration: +15% physical Changes damage: +5% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | silk robe 'Betithra' (22 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Armour: +5 Defense: +22 (+7 eff.) Damage when hit (Melee): 4 acid Changes stats: +2 Mag Changes resistances: +15% acid Physical save: +23 (+8 eff.) Mana when firing critical spell: +2.00 Maximum vim: +50.00 Spellpower: +18 (+4 eff.) Damage Shield penetration: +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Frostsweep' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 12 * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 cold Changes stats: +3 Wil / +3 Mag Changes resistances penetration: +15% cold Changes damage: +9% mind / +9% temporal Spell save: +9 (+4 eff.) Maximum mana: +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | serendipitous stralite amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +9 (+3 eff.) Changes stats: +9 Lck Blindness immunity: +10% Infravision radius: +7 Sight radius: +2 See invisible: +5 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Inventory
ArmenarithadInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Mana each turn: +0.04 Maximum mana: +100.00 Spell crit. chance: +1% Amulets can have magical properties. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+4 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
stabilizing copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% temporal Pinning immunity: +20% Knockback immunity: +21% Amulets can have magical properties. |
copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings can have magical properties. |
savage's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Spell save: +11 (+5 eff.) Maximum stamina: +10.00 Rings can have magical properties. |
BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Branekor (25-30 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +5% mind Changes damage: +6% mind / +25% fire Talent granted: +1 Command Staff Critical mult.: +27.00% Physical save: +20 (+7 eff.) Spell save: +17 (+8 eff.) Mental save: +22 (+14 eff.) Spellpower: +12 (+3 eff.) Spell crit. chance: +21% Mental crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
iron greatsword (16-25.6 power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 16.0 - 25.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
quiver of elm arrows 'Forestnaught' (12/12, 15.5-21.7 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.5 - 21.7 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 12 On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (radius 1) on hit: +16 nature / +8 fire Damage (radius 2) on crit: +4 nature / +4 fire Arrows are used with bows to pierce your foes to death. |
Blindsting of the Blightspawn (6 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Effects when hit in melee: * 20% chance to reduce damage dealt by 10% * 29% chance to reduce strength, dexterity, and constitution by 29 Changes stats: +3 Wil / +3 Mag Changes resistances: +13% physical / +11% mind / +14% darkness Changes damage: +13% physical Physical save: +13 (+5 eff.) Spell save: +11 (+5 eff.) Mental save: +29 (+17 eff.) Silence immunity: +24% Disarm immunity: +10% Spellpower on spell critical (stacks up to 3 times): +3 Spellpower: +7 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes damage: +10% arcane Spellpower: +15 (+3 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Bethyyanne the cashmere robe (17 def, 4 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Accuracy: +3 (+1 eff.) Armour: +4 Defense: +17 (+6 eff.) Changes stats: +3 Str / +2 Mag / +2 Con Physical save: +22 (+8 eff.) Stamina each turn: +1.00 See invisible: +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour 'Gloompride' (9 def, 6 armour)Requires: - Strength 16 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Effects on melee hit: * 10% chance to reduce damage dealt by 10% Changes resistances: +7% mind Changes resistances penetration: +5% darkness Changes damage: +9% lightning Mental save: +16 (+11 eff.) Equilibrium when hit: +0.04 Psi when hit: +0.16 A suit of armour made of leather. |
hardened leather armour 'Nerabeth' (21 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+3 eff.) Armour: +6 Defense: +21 (+7 eff.) Fatigue: +8% Changes resistances: +6% acid Critical mult.: +11.00% Silence immunity: +20% Teleport immunity: +10% Life regen: +2.00 Only die when reaching: -80.00 life A suit of armour made of leather. |
cleansing iron mail armour of fire resistance (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes resistances: +10% blight / +15% fire / +10% nature A suit of armour made of mail. |
iron mail armour (2 def, 4 armour)Requires: - Heavy armour training - Strength 14 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Mucusvortex (2 def, 6 armour) Requires: - Heavy armour training - Strength 20 Powered by arcane forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 20% chance to slow global speed by 37% Changes resistances: +12% darkness / +9% temporal / +20% nature / +12% light Changes resistances penetration: +10% temporal A suit of armour made of mail. |
enlightening stralite mail armour of the deep (4 def, 11 armour)Requires: - Heavy armour training - Strength 38 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +11 Defense: +4 (+1 eff.) Fatigue: +12% Changes stats: +5 Cun / +4 Wil Changes resistances: +9% acid / +13% cold Allows you to breathe in: water Mental save: +16 (+11 eff.) A suit of armour made of mail. |
insulating rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% cold / +5% fire A belt that goes around your waist. |
Radhakath the linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes stats: +1 Wil Changes resistances: +6% acid / +10% cold Mental save: +3 (+3 eff.) Maximum psi: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Maximum life: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Turuvor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Dex / +1 Mag / +2 Wil / +1 Cun Changes resistances: +6% light Physical save: +9 (+3 eff.) Pinning immunity: +20% Knockback immunity: +10% Mana each turn: +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.cashmere cloak of implacability (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +5 (+2 eff.) Mental save: +7 (+6 eff.) Only die when reaching: -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Infernowoe' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -4% Changes resistances: +6% darkness / +6% fire Maximum encumbrance: +22 Physical save: +6 (+2 eff.) A pair of boots made of leather. |
Betithra (0 def, 7 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Fatigue: +2% Changes resistances: +5% lightning / +6% temporal Changes damage: +9% mind Disease immunity: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +3 (+0 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 25.07 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
cinder rough leather gloves of strength (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+3 eff.) Armour: +1 Damage (Melee): 5 fire Changes stats: +2 Str Changes resistances: +5% fire Changes damage: +4% fire 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. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 21.22 to 63.66 lightning damage (42.44 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
11 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
15 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
watchleader's alchemist's lamp of the zealotInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+3 eff.) Blindness immunity: +23% Confusion immunity: +13% Light radius: +8 See stealth: +7 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.4 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
woodsman's iron pickaxe (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +10% nature Changes damage: +6% nature When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
powerful iron torque of psionic shield [power 25] (20/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 25 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By jelly the Halfling Doombringer level 9
11st Dusk 122nd year of Ascendancy at 00:19 see stats
Earth Master
Killed Harkor'Zun and unlocked Stone magic.By jelly the Halfling Doombringer level 23
6th Pyre 123rd year of Ascendancy at 07:29 see stats
Exterminator
Killed 1000 creatures.By jelly the Halfling Doombringer level 17
8th Haze 122nd year of Ascendancy at 12:39 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By jelly the Halfling Doombringer level 23
7th Pyre 123rd year of Ascendancy at 14:17 see stats
Fool of a Took!
Killed oneself as a halfling.By jelly the Halfling Doombringer level 12
61st Dusk 122nd year of Ascendancy at 03:58 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By jelly the Halfling Doombringer level 5
77th Pyre 122nd year of Ascendancy at 20:46 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By jelly the Halfling Doombringer level 17
78th Dusk 122nd year of Ascendancy at 09:55 see stats
Level 10
Got a character to level 10.By jelly the Halfling Doombringer level 10
19th Dusk 122nd year of Ascendancy at 06:21 see stats
Level 20
Got a character to level 20.By jelly the Halfling Doombringer level 20
10th Decay 122nd year of Ascendancy at 18:25 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By jelly the Halfling Doombringer level 22
59th Regrowth 123rd year of Ascendancy at 16:10 see stats
Size matters
Did over 600 damage in one attack.By jelly the Halfling Doombringer level 25
51st Pyre 123rd year of Ascendancy at 11:34 see stats
The Arena
Unlocked Arena mode.By jelly the Halfling Doombringer level 11
20th Dusk 122nd year of Ascendancy at 23:57 see stats
The secret city
Discovered the truth about mages.By jelly the Halfling Doombringer level 13
64th Dusk 122nd year of Ascendancy at 16:08 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By jelly the Halfling Doombringer level 26
56th Pyre 123rd year of Ascendancy at 04:06 see stats
Treasure Hunter
Amassed 1000 gold pieces.By jelly the Halfling Doombringer level 16
74th Dusk 122nd year of Ascendancy at 23:28 see stats
Log
Grand Corruptor hits jelly for (65 resist armour), 27 fire (27 total damage).
Grand Corruptor receives 126 healing.
jelly performs a melee critical strike against Grand Corruptor!
Grand Corruptor's is vulnerable to attacks and effects!
Grand Corruptor is disabled.
Jelly's spell attains critical power!
jelly hits Grand Corruptor for (94 to bones), 0 physical, 7 physical, 12 light, 9 fire, 51 fire (79 total damage).
Grand Corruptor returns to normal.
Jelly is no longer evading attacks.
Jelly returns to normal.
Jelly's surge ends.
jelly receives 2 healing from Devouring flames from Jelly.
Burning from Jelly hits Grand Corruptor for 30 fire damage.
Lava floor heals Grand Corruptor!
Grand Corruptor casts Blood Spray.
Jelly is wreathed in flames on the brink of death!
Jelly is afflicted by a weakness disease!
Grand Corruptor hits jelly for (65 resist armour), 0 blight (0 total damage).
Grand Corruptor receives 126 healing.
Lava floor burns jelly!
Grand Corruptor hits jelly for (65 resist armour), 0 fire (0 total damage).
Jelly casts Fiery Torment.
Grand Corruptor is surrounded by a vile flame!
jelly hits Grand Corruptor for 87 physical, 7 physical, 12 light, 9 fire, 34 fire (148 total damage).
Lava floor heals Grand Corruptor!
Grand Corruptor casts Cyst Burst.
Grand Corruptor's spell attains critical power!
Grand Corruptor deactivates Fearscape.
Saving game...




















































































































