









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 19 / 100% |
| Size | medium |
| Lifes / Deaths | Killed by Ivolramira the vampire at level 19 on the 35th Haze 122nd year of Ascendancy at 11:17 / 1 |
Primary Stats
| Strength | 12 (base 12) |
| Dexterity | 14 (base 12) |
| Constitution | 22 (base 12) |
| Magic | 64 (base 47) |
| Willpower | 27 (base 12) |
| Cunning | 56 (base 34) |
Resources
| Mana | 279/393 |
| Negative | 46/104 |
| Vim | 152/172 |
| Life | -216/333 |
| Stamina | 216/216 |
| Soul | 0/10 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 0.27560415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Stealth | -1.7763568394003E-15 |
| See Invisible | -1.7763568394003E-15 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 24 |
| Crit Chance | 19% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +28% |
| Mind | +3% |
| All | 0% |
| Lightning | +25% |
| Light | +5% |
| Temporal | +5% |
| Physical | +5% |
| Cold | +25% |
| Fire | +15% |
| Darkness | +5% |
Offense: Damage Penetration
| Fire | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 2 |
| Physical Save | 24 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Nature | + 13%( 70%) |
| Lightning | + 42%( 70%) |
| Cold | + 37%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 50% |
| Poison Resistance | 50% |
| Silence Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. Its effects scale with your Cunning 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 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Undead drake | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Stealth | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Age of dusk | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Blight | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Necrosis | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 20), reducing damage dealt by 40%. Invisibility |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You failed to protect the lost warrior from death by Emuldalaith the giant yellow ant. Escort: lost warrior (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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol 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 hummerhorn wing. * '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.' * You've found the needed wretchling eyeball. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Maludendur the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +3 (+3 eff.) Apr +3 ----- def ----- Armour +1 Resists +12% acid A pair of boots made of leather. |
| Light source | Chyduleg2.0 T1 lite [Rare] Master While equipped: Stats +1 Mag +3 Wil dps ---------- Crit.mult +5.00% Spell.pwr +10 (+3 eff.) Dmg.mod +15% arcane ---------- misc Mana/turn +0.04 Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 21.77 to 65.30 lightning damage (43.53 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| Tool | Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.41 cold and 7.07 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | pixie's copper ring of arcana (+0.14/turn)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Silence- +23% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
| Around waist | Stokebolt1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% fire Acc +10 (+5 eff.) Apr +3 Melee Ret 2 physical ----- def ----- Max.HP +36.00 A belt that goes around your waist. |
| In main hand | shimmering elm magestaff of the prodigy (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Ego+] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +7 Mag +6 Wil +7 Cun dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) S.pwr/crit +6 Dmg.mod +10% arcane ---------- misc Mana/turn +0.13 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Gilidoroddablek the Smolderweeper (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Dmg.mod +12% fire +3% arcane +3% mind Res.pen +5% mind +5% fire ----- def ----- Armour +1 ---------- misc Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.31 to 87.94 lightning damage (58.63 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
| Cloak | spellcowled linen cloak of backstabbing (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Mag +2 Wil dps ---------- Crit.mult +11.00% Acc +6 (+3 eff.) Apr +5 ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Stealth +6 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starseer's copper amulet of murder0.1 T1 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- Spell.crit +4% Crit.mult +12.00% Spell.pwr +4 (+1 eff.) Dmg.mod +5% darkness +5% temporal +5% light +5% physical Acc +5 (+2 eff.) Apr +11 Amulets make your neck look great! |
Inventory
manasurge rune of the psychic (regen 829% over 10 turns; mana 41; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 829% for 10 turns (46 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
grounding copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +12% lightning Stun/Frz- +24% Amulets make your neck look great! |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
copper ring 'Frozenpride'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag +3 Cun +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Defense +6 (+3 eff.) Resists +3% cold Crit.chn- 5.00% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +4 Resists +22% lightning Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 87.28 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (175). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
cruel elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +5 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Xaneremina (15-18 power, 3 apr, fire element)5.0 T2 staff 1H weapon [Random Unique] Nature/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 Con dps ---------- Phys.crit +6.0% Spell.crit +11% Crit.mult +10.00% Phys.pwr +6 (+5 eff.) Spell.pwr +17 (+5 eff.) Dmg.mod +15% fire Acc +7 (+3 eff.) ----- def ----- Resists +3% nature +9% acid Spell.save +9 (+5 eff.) HP.reg +0.80 Heal.mod +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash magestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Armour +4 Hardiness +4% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of might (19-23 power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +19% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatsword 'Yvygatha' (36-57 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Phasing +20% While equipped: dps ---------- Dmg.mod +9% physical Apr +2 ----- def ----- Die.at -80.00 life ---------- misc See.Invis +12 Massive two-handed swords. |
Blazestalker the steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage While equipped: ----- def ----- Resists +3% lightning Phys.save +3 (+2 eff.) HP.reg +4.00 Silence- +10% Disarm- +20% Pinning- +20% Sharp, long, and deadly. |
steel longsword 'Islolaith' (18-24 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +5.0% Atk.spd 100% Melee+ +8 mind While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% mind Res.pen +7% all Acc +11 (+5 eff.) Apr +7 ----- def ----- Mind.save +12 (+6 eff.) Sharp, long, and deadly. |
hateful steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Master/Psionic Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living Sharp, short and deadly. |
steel dagger of shearing (14-18 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +5% all Acc +9 (+4 eff.) Apr +5 Sharp, short and deadly. |
balanced dwarven-steel dagger of massacre (26-33 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 25.5 - 33.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
blooming vined mindstar of balance (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 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% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) Heal.mod +10% Heal/summ +10 ---------- misc Equi/ret +0.70 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. |
horrifying vined mindstar of balance (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 3 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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. |
gifted thorny mindstar of resolve (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 7.5 - 8.2 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 +2 Wil dps ---------- Mind.crit +3% Mind.pwr +12 (+6 eff.) ----- def ----- Spell.save +2 (+1 eff.) ---------- 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. |
thorny mindstar 'Galekor' (20-21 power, 26 apr, nature damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 19.5 - 21.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 5 mind 5 darkness Dmg.mod +6% lightning +5% physical +3% darkness +7% cold +3% mind ----- def ----- Defense +20 (+10 eff.) Max.HP +16.00 HP.reg +0.80 Pinning- +20% ---------- 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. |
thorny mindstar of resolve (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +3 (+2 eff.) ---------- 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. |
ash longbow 'Galelace'4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 lightning +20 fire On Hit.r1 +8 lightning While equipped: dps ---------- Dmg.mod +14% lightning +27% fire Melee Ret 10 lightning Longbows are used to shoot arrows at your foes. |
flaming quiver of ash arrows of accuracy (14/14, 21-29 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +7 Crit +1.5% Capacity 14 On Hit.r1 +8 fire Arrows are used with bows to pierce your foes to death. |
linen robe of nature (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +15% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% all Mind.save +19 (+10 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of frost (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +13% cold ----- def ----- Resists +9% all +19% cold Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +15% darkness ----- def ----- Resists +22% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) ----- def ----- Resists +11% all Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor Reqs Str 16 [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +26.00 A suit of armour made of leather. |
Quenchreign1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Res.pen +5% cold ----- def ----- Armour +8 Resists +6% nature +6% mind Mind.save +6 (+3 eff.) Pinning- +20% ---------- misc Infravis +3 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Zerablek' (11 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Dmg.mod +6% temporal Res.pen +10% physical ----- def ----- Defense +11 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% 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 (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 26.73 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. |
rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 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. |
psion's linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) Dmg.mod +7% mind ----- def ----- Defense +1 (+1 eff.) Resists +5% mind Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) ---------- misc Max.psi +11.00 A pointy cloth hat, very wizardly... |
Shocksin the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Wil +3 Cun +1 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% lightning Res.pen +5% physical ----- def ----- Armour +1 Fatigue +1% Phys.save +9 (+5 eff.) A cap made of leather. |
Winternoon (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% acid +5% lightning +5% cold +4% arcane +5% fire Melee Ret 10 cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Crit.chn- 15.00% ---------- misc Infravis +2 A pointy cloth hat, very wizardly... |
bladed rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 13.2 Physical damage. If the attack hits, the target is confused (27% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
180 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Kilnmaster the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +9% blight Res.pen +15% blight Melee Ret 8 fire ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Brodoruihell'2.0 T1 lite [Rare] Master While equipped: Stats +3 Cun +1 Con ---------- misc Stam/turn +1.00 Light +9 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe 'Cracklepunish' (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Melee Ret 4 lightning ----- def ----- Resists +6% acid +6% fire +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +1 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Sparkshaper [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Res.pen +10% lightning Melee Ret 6 lightning 4 cold ----- def ----- Resists +12% lightning Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 237 Base Damage: 110 Armor: 2 All Resist: 10 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
focusing ash wand of shielding [power 176] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By THE MAN WHO WON the Cornac Adventurer level 10
3rd Summertide 122nd year of Ascendancy at 04:53 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By THE MAN WHO WON the Cornac Adventurer level 18
32nd Haze 122nd year of Ascendancy at 03:38 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By THE MAN WHO WON the Cornac Adventurer level 10
8th Dusk 122nd year of Ascendancy at 20:46 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By THE MAN WHO WON the Cornac Adventurer level 7
5th Mirth 122nd year of Ascendancy at 17:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By THE MAN WHO WON the Cornac Adventurer level 12
20th Dusk 122nd year of Ascendancy at 04:45 see stats
Log
Ivolramira the vampire's spell attains critical power!
THE MAN WHO WON is on fire!
Ivolramira the vampire hits THE MAN WHO WON for (176 absorbed), 0 fire (0 total damage).
Your shield crumbles under the damage!
The shield around THE MAN WHO WON crumbles.
Something hits THE MAN WHO WON for (82 absorbed), 62 darkness (62 total damage).
THE MAN WHO WON 's spell attains critical power!
Talent Command Staff is ready to use.
Talent Hymn of Perseverance is ready to use.
Talent Infectious Miasma is ready to use.
Talent Night Sphere is ready to use.
Talent Crepuscule is ready to use.
Hymn of Detection hits Ivolramira the vampire for 8 darkness damage.
Spikes of Decrepitude hits Polyrinne the blue crystal for 11 cold, 5 darkness (16 total damage).
Spikes of Decrepitude hits Ivolramira the vampire for 2 cold, 6 darkness (8 total damage).
Raze hits Polyrinne the blue crystal for 7 darkness, 3 darkness (10 total damage).
Raze hits Ivolramira the vampire for 3 darkness, 3 darkness, 3 darkness (10 total damage).
Burning Shock from Ivolramira the vampire hits THE MAN WHO WON for 43 fire damage.
Burning from Ivolramira the vampire hits THE MAN WHO WON for 59 fire damage.
Bane of Confusion from Ivolramira the vampire hits THE MAN WHO WON for 16 darkness damage.
THE MAN WHO WON 's spell attains critical power!
Ivolramira the vampire receives 2 healing from Eternal Night.
Dire Plague from THE MAN WHO WON hits Ivolramira the vampire for 12 darkness damage.
Raze hits Ivolramira the vampire for 8 darkness damage.
Ivolramira the vampire casts Manathrust.
Ivolramira the vampire hits THE MAN WHO WON for 156 arcane damage.
Burning from Ivolramira the vampire hits THE MAN WHO WON for 59 fire damage.
Burning Shock from Ivolramira the vampire hits THE MAN WHO WON for 43 fire damage.
THE MAN WHO WON the level 19 cornac adventurer was combusted to death by Ivolramira the vampire on level 2 of Old Forest.
THE MAN WHO WON vanishes from sight.





























































































