











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 22 / 31% |
| Size | huge |
| Lifes / Deaths | Killed by Arunor the gigantic corrosive tunneler at level 22 on the 58th Dusk 122nd year of Ascendancy at 21:34 / 2Killed by Emelenn the gigantic corrosive tunneler at level 22 on the 58th Dusk 122nd year of Ascendancy at 21:41 |
Primary Stats
| Strength | 65 (base 50) |
| Dexterity | 59 (base 25) |
| Constitution | 23 (base 12) |
| Magic | 18 (base 12) |
| Willpower | 10 (base 10) |
| Cunning | 28 (base 23) |
Resources
| Life | -352/803 |
| Mana | 226/226 |
| Stamina | 101/163 |
| Vim | 172/192 |
| Healing Factor | 1.2499022211821 |
| Regeneration | 9.0617911035702 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 53 |
| Crit Chance | 27% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 19 |
| Accuracy | 53 |
| Crit Chance | 32% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +3% |
| Arcane | +9% |
| Cold | +19% |
| All | 0% |
Offense: Damage Penetration
| Cold | +7% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 9 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Physical | + 4%( 70%) |
| Cold | + 19%( 70%) |
| All | 0%( 70%) |
| Darkness | + 9%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 11%( 70%) |
| Lightning | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Confusion Resistance | 22% |
| Pinning Resistance | 21% |
| Disarm Resistance | 65% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 22% |
Inscriptions (4/4)
| 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 304 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: 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 9 turns. While Heroism is active, you will only die when reaching -723 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1446 life, 18 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Wrath | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You 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 |
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: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 within4 lumberjacks have died. | done |
Equipment
| On feet | Arthudir (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +5 Dex / +2 Wil / +4 Con / +8 Lck Reduces incoming crit damage: 15.00% Stealth bonus: +8 Mental save: +6 (+3 eff.) Maximum psi: +20.00 Mental crit. chance: +4% A pair of boots made of leather. |
| Light source | Suntreason the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +2 Changes resistances: +1% physical / +9% fire Stamina each turn: +1.00 Only die when reaching: -80.00 life Maximum life: +41.00 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. |
| On head | rough leather cap 'Yvuyavena' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +4 Str / +2 Dex Changes resistances: +3% physical / +7% cold Changes damage: +3% physical Allows you to breathe in: water Only die when reaching: -40.00 life A cap made of leather. |
| On hands | steady voratun gauntlets of magic (+4) (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +9 (+3 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Mag Changes damage: +6% arcane Physical save: +6 (+3 eff.) Mental save: +8 (+4 eff.) Disarm immunity: +40% When used to modify unarmed attacks: Power: 137% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +8 Armour Penetration: +15 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 5). Damage (Melee): +9 arcane Damage (radius 2) on crit: +10 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Tundrastrike [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +1 Str Changes resistances: +6% cold Critical mult.: +5.00% Only die when reaching: -60.00 life It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 12% for 2 turns. * Reduce 1 talent cooldowns by 2. * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Eclipsefoe the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 11% Damage when hit (Melee): 2 lightning Changes resistances: +3% acid / +3% darkness / +9% lightning Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
| On fingers | Myreduhad the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +4 Defense: +5 (+2 eff.) Changes stats: +3 Con Stun/Freeze immunity: +22% Life regen: +2.00 Stamina each turn: +1.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Floequill'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Damage when hit (Melee): 2 arcane / 4 cold Changes stats: +2 Str / +3 Dex / +3 Cun / +4 Con Changes resistances: +11% mind Changes damage: +3% arcane / +6% cold Confusion immunity: +22% Life regen: +1.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
| In main hand | steel battleaxe 'Duskhacker' (138% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 139% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce damage dealt by 11% * Create an explosion dealing 34 cold damage (1/turn) On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +4 darkness When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 2 darkness Changes resistances penetration: +7% cold Changes damage: +13% cold Light radius: +3 Massive two-handed battleaxes. |
| Around waist | Beryzilakhad the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes resistances: +3% nature Spell save: +6 (+3 eff.) Stamina each turn: +2.00 Maximum life: +80.00 Light radius: +1 Size category: +1 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Chillnull (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +3% temporal / +6% darkness / +6% cold Reduces incoming crit damage: 15.00% Maximum life: +32.00 See invisible: +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | marauder's reinforced leather armour of Eyal (16 def, 7 armour)Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +16 (+6 eff.) Fatigue: +8% Changes stats: +5 Str / +5 Dex Physical save: +10 (+5 eff.) Life regen: +4.00 Maximum life: +36.00 Healing mod.: +14% A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 534; 17 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 534 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 364; 12 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 364 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the psychic (absorb 292; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 292 damage for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Xerinor the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Cun Changes damage: +6% temporal Cut immunity: +50% Life regen: +2.00 Psi when hit: +0.16 Hate when firing a critical mind attack: +2.00 Mindpower: +5 (+3 eff.) Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 119 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% lightning Stun/Freeze immunity: +21% Amulets make your neck look great! |
insulating copper amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Str Changes resistances: +10% fire / +11% cold Amulets make your neck look great! |
wizard's copper ring of sensingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Blindness immunity: +23% Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
plaguebringer's dwarven-steel dagger of evisceration (112% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Epidemic (20% chance level 3). On weapon hit: * 7% chance to reduce strength, dexterity, and constitution by 13 On weapon crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +7 blight When wielded/worn: Physical crit. chance: +8.0% Physical power: +7 (+3 eff.) Disease immunity: +15% Sharp, short and deadly. |
warbringer's steel dagger of enduring (101% power, 6 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Power: 101% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Physical power: +7 (+3 eff.) Changes stats: +10 Con / +6 Wil Changes resistances penetration: +7% physical Disarm immunity: +12% Maximum life: +14.00 Sharp, short and deadly. |
Tirakai's Maul (139% power, 6 apr)Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 139% Range: 1.3x Uses stats: 10% Mag, 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +6 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: No gem It can be used to imbue the hammer with a gem of your choice Activation costs 10 power out of 10/10. This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Ce'Nysedhenne the steel greatsword (123% power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 123% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 12 Damage (radius 1) on hit: +10 fire When wielded/worn: Accuracy: +17 (+6 eff.) Armour penetration: +16 Changes stats: +3 Cun / +2 Con Changes resistances penetration: +7% all / +10% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel waraxe of erosion (119% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 120% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +6 nature / +5 cold One-handed war axes. |
Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
Velidhemina the Strikezephyr (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% lightning / +3% darkness Changes damage: +6% lightning Maximum life: +33.00 See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of implacability (2 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Mag / +3 Wil Physical save: +8 (+4 eff.) Spell save: +7 (+4 eff.) Mental save: +8 (+4 eff.) Only die when reaching: -50.00 life Maximum mana: +56.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +6 Wil Spell save: +7 (+4 eff.) Maximum mana: +45.00 Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
woollen robe 'Isisetha' (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes resistances: +12% temporal / +3% fire / +9% all Changes damage: +21% arcane / +30% temporal Disease immunity: +10% Stun/Freeze immunity: +20% Maximum mana: +52.00 Spellpower: +5 (+3 eff.) Spell crit. chance: +6% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Fogkin (0 def, 8 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Physical power: +10 (+4 eff.) Armour: +8 Fatigue: -3% Effects on melee hit: * 20% chance to reduce damage dealt by 11% Changes stats: +2 Str Changes resistances: +6% darkness Maximum encumbrance: +20 Physical save: +10 (+5 eff.) Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Mayeta' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce all saves and defense by 12 Changes stats: +3 Str / +4 Con Changes resistances: +6% lightning Only die when reaching: -60.00 life Maximum stamina: +30.00 It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.3 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire When used to modify unarmed attacks: Power: 117% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Bellowing Roar (10% chance level 3). When this weapon hits: Fire Breath (10% chance level 2). Damage (Melee): +10 fire Damage conversion: 50% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 190.63 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
cinder hardened leather gloves of dexterity (+2) (0 def, 2 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +10 (+4 eff.) Armour: +2 Damage (Melee): 5 fire Changes stats: +2 Dex Changes resistances: +5% fire Changes damage: +5% fire When used to modify unarmed attacks: Power: 116% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 3). Damage (radius 2) on crit: +7 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+4) (0 def, 2 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Changes stats: +4 Str When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of the nighthunter (0 def, 8 armour)Requires: - Heavy armour training Infused by nature Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +8 Fatigue: +3% Damage (Melee): 7 physical Changes stats: +3 Cun Changes resistances: +10% darkness Changes damage: +3% physical Infravision radius: +2 When used to modify unarmed attacks: Power: 120% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +9 Crit. chance: +11.0% Attack speed: 83% When this weapon hits: Sand Breath (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage (Melee): +9 darkness Damage (radius 1) on hit: +8 physical Damage (radius 2) on crit: +7 physical It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Golle (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Str / +4 Con Changes resistances: +3% cold Changes resistances penetration: +5% mind Light radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Prismrage the iron mail armour (8 def, 10 armour)Requires: - Heavy armour training - Strength 14 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +8 (+3 eff.) Fatigue: +12% Damage when hit (Melee): 2 physical Changes stats: +2 Cun / +1 Con Changes resistances: +3% fire Changes damage: +9% light Mental save: +11 (+5 eff.) Only die when reaching: -60.00 life A suit of armour made of mail. |
steel mail armour of command (7 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Fatigue: +12% Changes stats: +2 Cun Mental save: +11 (+5 eff.) A suit of armour made of mail. |
7 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. |
129 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 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.(50 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
ThunderpallInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +30 (+9 eff.) Physical power: +10 (+4 eff.) Changes resistances: +6% lightning / +6% fire Mental save: +6 (+3 eff.) Light radius: +3 See stealth: +5 See invisible: +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. |
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. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
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. |
9 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. |
11 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. |
5 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Related Tickets the Ogre Doombringer level 12
1st Flare 122nd year of Ascendancy at 18:12 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Related Tickets the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 08:00 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Related Tickets the Ogre Doombringer level 10
4th Mirth 122nd year of Ascendancy at 02:17 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Related Tickets the Ogre Doombringer level 20
38th Dusk 122nd year of Ascendancy at 01:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Related Tickets the Ogre Doombringer level 21
56th Dusk 122nd year of Ascendancy at 22:03 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Related Tickets the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 11:24 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Related Tickets the Ogre Doombringer level 9
3rd Mirth 122nd year of Ascendancy at 10:23 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Related Tickets the Ogre Doombringer level 12
9th Flare 122nd year of Ascendancy at 10:44 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Related Tickets the Ogre Doombringer level 22
58th Dusk 122nd year of Ascendancy at 20:49 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Related Tickets the Ogre Doombringer level 15
7th Dusk 122nd year of Ascendancy at 09:23 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Related Tickets the Ogre Doombringer level 22
58th Dusk 122nd year of Ascendancy at 21:34 see stats
Log
Related Tickets hits Something for 7 cold damage.
Talent Rush is ready to use.
Talent Reckless Strike is ready to use.
Talent Fiery Grasp is ready to use.
Bleeding from Arunor the gigantic corrosive tunneler hits Related Tickets for 60 physical damage.
Deadly Poison from Arunor the gigantic corrosive tunneler hits Related Tickets for 21 nature damage.
Acid Splash from Emelenn the gigantic corrosive tunneler hits Related Tickets for 2 acid damage.
The unstable sand tunnel collapses!
Arunor the gigantic corrosive tunneler activates Insidious Poison.
Arunor the gigantic corrosive tunneler deactivates Numbing Poison.
Emelenn the gigantic corrosive tunneler regains their energy.
Burning from Related Tickets hits Arunor the gigantic corrosive tunneler for 1 fire damage.
Burning from Related Tickets hits Emelenn the gigantic corrosive tunneler for (2 blocked), 0 fire (0 total damage).
Arunor the gigantic corrosive tunneler performs a melee critical strike against Related Tickets!
Arunor the gigantic corrosive tunneler performs a melee critical strike against Related Tickets!
Arunor the gigantic corrosive tunneler hits Related Tickets for 182 physical, 161 physical (343 total damage).
Melee retaliation hits Arunor the gigantic corrosive tunneler for 1 lightning, 1 darkness, 2 cold, 1 arcane, 1 lightning, 1 darkness, 2 cold, 1 arcane (8 total damage).
Related Tickets's spell attains critical power!
Related Tickets hits Arunor the gigantic corrosive tunneler for 7 cold, 1 fire (9 total damage).
Related Tickets hits Emelenn the gigantic corrosive tunneler for (4 blocked), 0 physical, (6 blocked), 0 cold, (1 blocked), 0 fire, (2 blocked), 0 fire, (0 blocked), 0 fire (0 total damage).
Related Tickets hits Something for 7 cold damage.
Emelenn the gigantic corrosive tunneler uses Shield Slam.
Emelenn the gigantic corrosive tunneler performs a melee critical strike against Related Tickets!
Emelenn the gigantic corrosive tunneler's blood frenzy intensifies!
Emelenn the gigantic corrosive tunneler performs a melee critical strike against Related Tickets!
Emelenn the gigantic corrosive tunneler's blood frenzy intensifies!
Emelenn the gigantic corrosive tunneler hits Related Tickets for 131 physical, 21 physical, 54 physical (205 total damage).
Melee retaliation hits Emelenn the gigantic corrosive tunneler for 1 lightning, 1 darkness, 2 cold, 1 arcane, 1 lightning, 1 darkness, 2 cold, 1 arcane, 1 lightning, 1 darkness, 2 cold, 1 arcane (10 total damage).
Related Tickets the level 22 ogre doombringer was eviscerated to death by Emelenn the gigantic corrosive tunneler on level 2 of Sandworm lair.













































































































