








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 'Purists' Breeding Pits Restoration Project 1.2.3Restores the orc breeding pits cut content to the game. This is the original completely unaltered orc breeding pits, just as objectionable as it was in version 1.1.3, before any changes were made. You have been WARNED. Do not complain about the potentially objectionable content. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
Frequently Asked Questions: OldRPG Music Mod v3 - Part 4 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. 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:
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: OldRPG Music Mod v3 - Part 1 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Display class 1.7.0Display class icon on top off enemies Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. OldRPG Music Mod v3 - Part 3 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Items Vault 1.7.6Donators/Buyers bonus! OldRPG Music Mod v3 - Part 2 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Wanderer Start Tweak 1.7.6With this addon, Wanderers will not learn talent types with a minimum level greater than their current level (i.e. they will not learn high level trees before level 10). Compatability note: overwrites getBirthDescriptor("subclass", "Wanderer").copy.randventurerLearn in an unfriendly manner. Likely not compatible with other addons that alter the manner in which Wanderers learn talent categories. OldRPG Music Mod v3 - Part 5 1.7.6OldRPG Music Mod v3:
The base game, Ashes, Cults, and Orcs are covered. If you like this mod, please rate it. If you really like it: https://ko-fi.com/oldrpg :)
Explanation for new version: Once again, Suno has updated, and the 4.5+ model was good enough to re-do the entire soundtrack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Wanderer Options 1.7.4Allows wanderers to use talent trees from every classes and races, including those from addons, with options. Wanderers will also start with steamguns, steamsaws, tinker implants (with Eor DLC) and the talent shoot. Added an option to start with the talents trees steamtech/physics & steamtech/chemistry. 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 | Lich |
| Class | Necromancer |
| Level / Exp | 39 / 5% |
| Size | medium |
| Lifes / Deaths | Killed by Beladheta the elven cultist at level 28 on the 3rd Summertide 123rd year of Ascendancy at 23:32 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 24 (base 11) |
| Constitution | 30 (base 10) |
| Magic | 92 (base 60) |
| Willpower | 81 (base 38) |
| Cunning | 108 (base 60) |
Resources
| Mana | 617/617 |
| Vim | 282/282 |
| Life | 569/573 |
| Steam | 100/100 |
| Paradox | 207 |
| Soul | 6/16 |
| Healing Factor | 1.3692147729953 |
| Regeneration | 4.4499480122347 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -2 |
| Infravision | 13 |
| See Stealth | 64.862337278037 |
| See Invisible | 74.862337278037 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 18 |
| Crit Chance | 45% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 89 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Mind
| Mindpower | 68 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +38% |
| Blight | +32% |
| Arcane | +27% |
| Cold | +51% |
| All | +12% |
| Lightning | +18% |
| Physical | +21% |
| Darkness | +118% |
| Fire | +24% |
| Nature | +24% |
Offense: Damage Penetration
| Darkness | +39% |
| Acid | +40% |
| Arcane | +20% |
| Cold | +39% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 37 (48.304188961773%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 72 |
| Spell Save | 91 |
| Mental Save | 86 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Arcane | + 39%( 70%) |
| Cold | + 67%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 70%( 70%) |
| Physical | + 34%( 70%) |
| Darkness | + 47%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 39%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 96% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 100% |
| Bleed Resistance | 100% |
| Teleport Resistance | 100% |
| Disarm Resistance | 0% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse 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 create a protective shield absorbing at most 147 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 114 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. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.40 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.40 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Undead / Lich | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.40 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Reaping |
| talent | Golden Age of Necromancy |
| talent | Aura of Undeath |
| talent | Eternal Night |
| talent | Spikes of Decrepitude |
| talent | Doomed For Eternity |
| talent | Hiemal Shield |
| beneficial effect | Physical power, spellpower and all saves increased by 54. Commander of the Dead |
| beneficial effect | The target is surrounded by a magical shield, absorbing 147/147 damage before it crumbles. Damage Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Heart of the Gloom. Escort: lost tinker (level 1 of Heart of the Gloom)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Precognition (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * 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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1. | 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. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You offered your services to the Assassin Lord, abandoning the lost merchant to his fate. The Assassin Lord promised (threatened?) to contact you later with orders. | done |
Equipment
| On feet | Boltwhisper the pair of dwarven-steel boots (0 def, 4 armour) 3.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: Stats +9 Cun +3 Dex offense ------ Damage +6% lightning +6% acid On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Armor +4 Fatigue +3% Resistance +6% lightning Crit Resistance 15.00% Physical save +15 (+4 eff.) Silence Resist +34% Confus Resist +29% Pinning Resist +25% Stun Resist +28% Knockbk Resist +25% Teleport Resist +100% other ------- Infravision +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Gilolen the alchemist's lamp 1.0 Encumbrance T3 lite [Random Unique] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +4.0% Spell Crit +4% Critical power +13.00% Physical Power +7 (+2 eff.) Damage +3% arcane +25% darkness Ignore resists +5% arcane Ignore Shields +30% defense ------ Armor +2 Defense +5 (+2 eff.) Physical save +8 (+2 eff.) Life +58.00 Healmod +21% other ------- Light -1 Infravision +10 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Balancespar (10 def, 5 armour) 2.0 Encumbrance T5 head armor [Rare] Nature While equipped: Stats +7 Str +6 Dex +9 Cun +8 Con offense ------ Damage +12% nature When Hit 4 acid defense ------ Armor +5 Defense +10 (+3 eff.) Fatigue +5% Resistance +12% lightning +15% nature Silence Resist +50% Confus Resist +20% A hat made of leather. Very stylish. |
| Tool | cleansing dragonbone wand of shielding [power 470] (15 cooldown)2.0 Encumbrance T5 wand charm [Ego+] Arcane Create a shield absorbing up to 470 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold ring 'Voidvice'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +7 Con offense ------ Damage +24% darkness Ignore resists +15% acid When Hit 6 darkness defense ------ Resistance +30% acid Physical save +14 (+3 eff.) Rings make your fingers look great! |
| On fingers | Xanara0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Spell Crit +5% Spellpower/crit +4 Damage +12% cold Ignore Shields +30% On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +24% cold Spell save +18 (+3 eff.) other ------- Mana/turn +0.12 Max vim +30.00 Rings make your fingers look great! |
| Around waist | noble's drakeskin leather belt of magery 1.0 Encumbrance T5 belt armor [Ego++] Arcane/Master While equipped: Stats +7 Mag +13 Wil +7 Cun offense ------ Spell Crit +5% Against +35% Summoned defense ------ Fatigue -20% Resist Against +33% Summoned other ------- Encumbrance +50 A belt that goes around your waist. |
| In main hand | Staff of Bones (20-24 power, 16 apr, darkness element) 5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +16 Critical Rate +12.0% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +35 (+7 eff.) Damage +20% acid +20% cold +20% darkness +20% blight other ------- Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
| On hands | Jetraptor the voratun gauntlets (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Rare] Nature While equipped: offense ------ On-Hit 14 physical Damage +9% physical +12% arcane +30% darkness Ignore resists +15% arcane +25% acid defense ------ Armor +8 Fatigue +5% Resistance +5% arcane +6% darkness 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 | Robe of the Archmage (10 def, 18 armour) 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+3 eff.) Damage +12% all When Hit 15 arcane 0 physical defense ------ Armor +18 Defense +10 (+3 eff.) Resistance +10% lightning +10% cold +10% fire +10% arcane +13% all Crit Resistance 28.00% Spell save +20 (+4 eff.) Mind save +15 (+3 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
| Cloak | spellcowled cashmere cloak of sorcery (2 def, 0 armour) 2.0 Encumbrance T3 cloak armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil offense ------ Spell Crit +5% defense ------ Defense +2 (+1 eff.) Resistance +30% lightning Spell save +8 (+1 eff.) Stun Resist +50% other ------- Max mana +51.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Firewell0.1 Encumbrance T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +4 Dex +5 Cun +5 Con offense ------ Critical power +15.00% Move Speed +10% Damage +12% fire defense ------ Fatigue -6% Resistance +6% fire +9% physical Life Regen +3.00 other ------- Stamina/turn +1.20 Amulets make your neck look great! |
Inventory
Rune of the Rift (474.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 530.88 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, darkness, blight, mind, arcane)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 4 physical, 4 darkness, 5 blight, 3 mind, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 32; resist 38%; move 46%; dur 5; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 46% faster, and you are invisible (power 32). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 146; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 146 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 77; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 77 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 199; dur 4; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 199 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 379; dur 4; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 379 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
schematic: Alchemist's Helper0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Crystal Plating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Galvanic Retributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Injector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% mind Confus Resist +21% Amulets make your neck look great! |
Buchak0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +18% blight +6% temporal When Hit 8 blight defense ------ Resistance +13% lightning +15% mind Stun Resist +32% Amulets make your neck look great! |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+4 eff.) Spell save +15 (+3 eff.) Mind save -7 (-2 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Xerulrarin the Tempestfist0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +15% lightning Ignore resists +20% lightning +25% physical When Hit 4 physical defense ------ Resistance +16% lightning +6% light Stun Resist +27% Amulets make your neck look great! |
Dryhir the gold amulet0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag offense ------ Physical Power +7 (+2 eff.) Spellpower/crit +4 Combat Speed +10% Damage +3% acid +6% physical +6% mind defense ------ Resistance +21% acid other ------- Mana/turn +0.21 Max mana +29.00 Masteries +0.22 Spell/Death +0.22 Spell/Necrosis Amulets make your neck look great! |
Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 334 strength, based on Magic) for 5 turns. Uses 18 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Spellblaze Echoes0.1 Encumbrance T4 amulet jewelry [Unique] Arcane While equipped: offense ------ Spell Crit +6% Spellpower +8 (+1 eff.) Spellpower/crit +15 defense ------ Armor +6 Defense +6 (+2 eff.) Unleash a destructive wail, destroying terrain and dealing 636.46 physical damage (based on Magic) in a radius of 3. Uses 44 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
protective stralite amulet of perfection (0.34 Cunning / Survival,0.34 Technique / Combat training)0.1 Encumbrance T4 amulet jewelry [Ego++] Master While equipped: defense ------ Armor +6 Defense +7 (+2 eff.) Max Resistance +5% all Physical save +18 (+4 eff.) other ------- Masteries +0.34 Cunning/Survival +0.34 Technique/Combat training Amulets make your neck look great! |
Adylaith the Firezeal0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Ignore resists +15% light When Hit 4 fire defense ------ Resistance +5% arcane Mind save +7 (+1 eff.) Cut Resist +20% Silence Resist +20% Confus Resist +44% Rings make your fingers look great! |
Chartyphoon0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +10% darkness +9% fire Ignore resists +10% darkness On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +3% fire +20% darkness +6% temporal Rings make your fingers look great! |
Uludas the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Con offense ------ Accuracy +20 (+10 eff.) defense ------ Crit Resistance 10.00% Spell save +9 (+2 eff.) Mind save +6 (+1 eff.) Life Regen +2.00 Stun Resist +26% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Rings make your fingers look great! |
steel ring 'Neryremina'0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Dex +6 Wil +5 Cun +2 Con offense ------ Physical Power +7 (+2 eff.) Spellpower +8 (+1 eff.) Mindpower +8 (+2 eff.) Ignore resists +10% arcane defense ------ Resistance +5% arcane Crit Resistance 15.00% Rings make your fingers look great! |
wizard's steel ring of blight (+14%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +14% blight defense ------ Resistance +14% blight Spell save +8 (+1 eff.) Rings make your fingers look great! |
Toharagund the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce armor by 47% defense ------ Resistance +12% acid +12% temporal +3% blight +15% fire +5% arcane +6% nature Mind save +11 (+2 eff.) Confus Resist +36% Rings make your fingers look great! |
Rainpyre the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+1 eff.) Damage +15% cold +32% darkness +18% light defense ------ Defense +5 (+2 eff.) Resistance +9% light +12% cold other ------- Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 turn cooldown Effective talent level: 2.5 Power cost 5 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 193.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Tirakai's Maul (44-57 power, 9 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Acid Uses 10% Mag, 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 disarming acid While equipped: Stats +3 Str +9 Dex +9 Mag +3 Wil +9 Cun +3 Con offense ------ Damage +12% acid Onyx: Acid Imbue the hammer with a gem of your choice. Uses 8 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. |
Thermal Focus (14-15 power, 32 apr, fire damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 14.0 - 15.4 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +5.0% Attack Speed 100% Damage Conversion 50% cold While equipped: offense ------ Mind Crit +8% Mindpower +16 (+4 eff.) Damage +20% cold +20% fire Ignore resists +12% cold +12% fire defense ------ Resistance +20% cold +20% fire Spell save +12 (+2 eff.) other ------- Psi/turn +1.00 Talents +1 Psionic Maelstrom Masteries +0.20 Psionic/Thermal mastery Thermal energies are focussed in the core of this mindstar. This item has been sent to the Item's Vault. |
Nexus of the Way (22-24 power, 40 apr, mind damage)3.0 Encumbrance T5 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 22.0 - 24.2 Mind Uses 60% Wil, 20% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +40 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +6 Wil offense ------ Mind Crit +9% Mindpower +18 (+4 eff.) Damage +20% mind Ignore resists +20% mind defense ------ Resistance +20% mind Confus Resist +30% Wayist: (Instant) Effective talent level: 2.5 Power cost 44 out of 60/60. Range 4 Cooldown: 34 Travel.spd instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 76 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
Bindings of Eternal Night (12 def, 12 armour)6.0 Encumbrance T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Wil +5 Mag offense ------ Damage +15% cold +15% arcane +20% darkness When Hit 10 darkness 0 physical defense ------ Armor +12 Defense +12 (+4 eff.) Resistance +30% blight -10% fire +30% darkness -10% light Life Regen +1.00 Poison Resist +100% Disease Resist +100% other ------- Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
dispeller's elven-silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Ego++] Arcane While equipped: offense ------ Damage +16% acid +9% physical +8% fire +16% cold When Hit 0 physical defense ------ Resistance +11% lightning +9% darkness +21% fire +15% all +10% acid +17% physical +7% blight +25% cold +12% light Physical save +18 (+4 eff.) Spell save +30 (+6 eff.) Mind save +17 (+3 eff.) other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Monolith Armour (40 def, 50 armour)17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Con 150 [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+5 eff.) defense ------ Armor +50 Defense +40 (+12 eff.) Fatigue +70% Resistance +10% all Physical save +35 (+8 eff.) Spell save +35 (+7 eff.) Life +270.00 Life Regen +10.00 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Eilinitha1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +5 Dex +9 Cun +8 Lck offense ------ Critical power +10.00% Damage +12% mind +18% physical defense ------ Defense +10 (+3 eff.) Physical save +18 (+4 eff.) Stealth +11 other ------- Disarm Traps +20 Max stamina +30.00 Max hate +6.00 Infravision +5 A belt that goes around your waist. |
Tidebrace (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Con offense ------ Damage +6% cold +12% fire Ignore resists +5% acid +20% cold When Hit 2 acid defense ------ Defense +2 (+1 eff.) Resistance +6% acid +18% cold +0% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 37 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Duskblood the pair of dwarven-steel boots (5 def, 6 armour)3.0 Encumbrance T3 feet armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag offense ------ Move Speed +10% Damage +6% darkness Ignore resists +5% darkness Ignore Armor +2 On-Hit (Melee): * 20% chance to reduce damage dealt by 31% defense ------ Armor +6 Defense +5 (+2 eff.) Fatigue -2% Life +40.00 other ------- Stamina/turn +0.40 Spell cooldown 10% Evasion: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 4.5 Power cost 22 out of 30/30. Range melee/personal Cooldown: 18 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Mayythra the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Psionic While equipped: offense ------ Mindpower +6 (+1 eff.) On-Hit 40 mind 14 darkness Accuracy +6 (+3 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 38 defense ------ Armor +3 Resistance +9% light Crit Resistance 15.00% Physical save +12 (+3 eff.) Mind save +2 (+0 eff.) Life +40.00 Life Regen +5.00 Disarm Resist +37% other ------- Stamina/turn +1.50 Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (2 def, 3 armour)1.5 Encumbrance T2 hands armor [Unique] Disrupt/Master While equipped: Stats +4 Cun +4 Wil offense ------ Mind Crit +6% Mindpower +6 (+1 eff.) Damage +10% nature Ignore resists +10% nature defense ------ Armor +3 Defense +2 (+1 eff.) Spell save +6 (+1 eff.) Life +40.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 Encumbrance T3 hands armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +5% Critical power +20.00% Spellpower +12 (+2 eff.) Damage +15% lightning defense ------ Armor +5 Resistance +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning level 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Scorpionlore the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Physical Crit +7.0% Damage +16% acid +18% physical Ignore resists +20% physical defense ------ Defense +2 (+1 eff.) Resistance +24% acid +20% nature Unlife -40.00 life A pointy cloth hat, very wizardly... |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Con offense ------ Damage +7% arcane defense ------ Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 8 turn cooldown Effective talent level: 6.5 Power cost 8 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 29 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 10 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Bethydana the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Mag +7 Con offense ------ Spell Crit +6% Ignore resists +15% mind When Hit 10 blight defense ------ Armor +3 Fatigue +3% other ------- Mana-on-crit +2.00 Max mana +40.00 A cap made of leather. |
Silorawe the Scaldnight (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +7 Str +4 Wil +9 Con offense ------ Damage +9% fire Ignore Armor +6 When Hit 6 physical defense ------ Armor +3 Fatigue +3% Mind save +9 (+1 eff.) other ------- Light +2 A cap made of leather. |
Crown of Eternal Night (0 def, 3 armour)2.0 Encumbrance T4 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: Stats +0 Cun offense ------ On-Hit 0 darkness Damage +0% darkness defense ------ Armor +3 Fatigue +3% Damage Reduction +10 all other ------- Masteries +0.00(-) Cunning/Stealth This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
Aridrahad (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +7 Mag +7 Wil +2 Cun offense ------ Spellpower +8 (+1 eff.) Damage +17% darkness defense ------ Defense +3 (+1 eff.) Resistance +25% darkness Spell save +14 (+3 eff.) Mind save +9 (+1 eff.) other ------- Mana/turn +0.90 Mana when Hit +2.60 Max mana +60.00 Manaflow: Puts all charms on 29 turn cooldown Effective talent level: 3.5 Power cost 29 out of 40/40. Range melee/personal Cooldown: 25 Travel.spd instantaneous Is: a spell Description: Engulf yourself in a surge of mana, quickly restoring 22 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
agate0.0 Encumbrance 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. |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+0 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
diamond0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Physical save +10 (+2 eff.) Spell save +10 (+2 eff.) Mind save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
411 alchemist agate0.0 Encumbrance 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. |
Ebonypiety the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Dex +5 Wil +2 Con offense ------ Critical power +20.00% Ignore Armor +3 defense ------ Defense +10 (+3 eff.) Resistance +9% darkness Physical save +15 (+4 eff.) other ------- Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 37 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 58 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 195 power out of 270/270 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 142% of the healing done. This effect scales with your Magic stat.. Uses 55 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Gwai's Burninator2.0 Encumbrance T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 600.16 fire damage (based on Magic). Uses 37 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 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. |
dwarven-steel torque of mindblast 'Grinahor' [power 230] (11 cooldown)2.0 Encumbrance T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Con defense ------ Resistance +9% temporal other ------- Infravision +3 Blast the opponent's mind dealing 258 mind damage and silencing them for 4 turns Puts all charms on 11 turn cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Polidatta [power 122] (11 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Defense +15 (+5 eff.) Resistance +3% physical Mind save +9 (+1 eff.) Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Umbrawake the ash totem of stinging [power 218] (11 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +9% darkness defense ------ Armor +6 Unlife -20.00 life Life +40.00 Life Regen +4.00 Cut Resist +20% Silence Resist +20% Stun Resist +20% Sting an enemy dealing 270 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 11 turn cooldown 100% to heal for 48. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding [power 110] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of lightning storm 'Cyruretta' [power 206] (11 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +6 Str offense ------ Physical Crit +5.0% Damage +12% physical Accuracy +10 (+5 eff.) defense ------ Resistance +6% acid +3% physical Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (243 total damage) Puts all charms on 11 turn cooldown 100% to increase all damage penetration by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of conjuration 'Gleamfear' [power 270] (11 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: Stats +9 Mag offense ------ Spellpower +20 (+4 eff.) Damage +12% light Ignore resists +25% arcane other ------- Vim-on-crit +2.00 Fire a magical bolt dealing 319 lightning damage Puts all charms on 11 turn cooldown 100% to heal for 71. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Adept of Sandro the Cornac Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 07:37 see stats
Anti-Antimagic! (Insane (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Adept of Sandro the Lich Necromancer level 37
68th Regrowth 124th year of Ascendancy at 18:38 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Adept of Sandro the Cornac Necromancer level 27
10th Mirth 123rd year of Ascendancy at 11:26 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Adept of Sandro the Cornac Necromancer level 6
38th Dusk 122nd year of Ascendancy at 10:48 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Adept of Sandro the Lich Necromancer level 33
44th Dusk 123rd year of Ascendancy at 05:12 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Adept of Sandro the Cornac Necromancer level 24
53rd Pyre 123rd year of Ascendancy at 18:37 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Adept of Sandro the Cornac Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 08:10 see stats
Is that how it feels to be an escort quest?! (Insane (Roguelike) difficulty)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Adept of Sandro the Lich Necromancer level 32
7th Dusk 123rd year of Ascendancy at 12:55 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Adept of Sandro the Cornac Necromancer level 10
45th Dusk 122nd year of Ascendancy at 23:31 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Adept of Sandro the Cornac Necromancer level 20
3rd Regrowth 123rd year of Ascendancy at 13:09 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Adept of Sandro the Lich Necromancer level 30
5th Flare 123rd year of Ascendancy at 00:12 see stats
Lichform (Insane (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Adept of Sandro the Lich Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 23:32 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Adept of Sandro the Lich Necromancer level 37
22nd Regrowth 124th year of Ascendancy at 04:23 see stats
Myths of an age past (Insane (Roguelike) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Adept of Sandro the Cornac Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 07:37 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Adept of Sandro the Cornac Necromancer level 18
69th Haze 122nd year of Ascendancy at 07:45 see stats
Savior of the damsels in distress (Insane (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Adept of Sandro the Lich Necromancer level 30
6th Flare 123rd year of Ascendancy at 19:01 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Adept of Sandro the Cornac Necromancer level 24
77th Pyre 123rd year of Ascendancy at 07:30 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Adept of Sandro the Cornac Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 07:37 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Adept of Sandro the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 10:00 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Adept of Sandro the Cornac Necromancer level 4
26th Dusk 122nd year of Ascendancy at 19:43 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Adept of Sandro the Cornac Necromancer level 28
3rd Summertide 123rd year of Ascendancy at 07:37 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Adept of Sandro the Lich Necromancer level 32
42nd Dusk 123rd year of Ascendancy at 12:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Adept of Sandro the Cornac Necromancer level 13
58th Dusk 122nd year of Ascendancy at 16:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Adept of Sandro the Cornac Necromancer level 24
78th Pyre 123rd year of Ascendancy at 07:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Adept of Sandro the Cornac Necromancer level 20
4th Regrowth 123rd year of Ascendancy at 03:15 see stats
Log
Adept of Sandro casts Call of the Crypt.
Talent Precognition is ready to use.
Ghoul uses Retch.
Ghoul VOMITS on the ground!
Ghoul speeds up in the retch.
Luminous horror's light area effect hits Adept of Sandro for (31 absorbed), 16 light (16 total damage).
Luminous horror's light area effect hits Armoured skeleton warrior for 42 light damage.
Luminous horror's light area effect hits Ghoul for 58 light damage.
Grave wight's glacial vapour area effect hits Forest wight for 12 cold damage.
Grave wight's glacial vapour area effect hits Heavy bone giant for (20 absorbed), 0 cold (0 total damage).
Grave wight's glacial vapour area effect hits Forest wight for 12 cold damage.
Radiant horror's blazing light area effect hits Forest wight for 7 fire, 20 light (27 total damage).
Radiant horror's blazing light area effect hits Heavy bone giant for (5 absorbed), 0 fire, (5 absorbed), 0 light (0 total damage).
Radiant horror's blazing light area effect hits Forest wight for 11 fire, 20 light (31 total damage).
Radiant horror's blazing light area effect hits Armoured skeleton warrior for 10 fire, 10 light (19 total damage).
Radiant horror's blazing light area effect hits Adept of Sandro for (5 absorbed), 2 fire, (6 absorbed), 3 light (5 total damage).
Radiant horror's blazing light area effect hits Bone horror for 9 fire, 12 light (20 total damage).
Radiant horror's blazing light area effect hits Armoured skeleton warrior for 8 fire, 8 light (16 total damage).
Ghoul receives 72 healing from Ghoul's purging blight area effect.
Bone horror receives 57 healing from Ghoul's purging blight area effect.
Dreadmaster receives 54 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 54 healing from Ghoul's purging blight area effect.
Ghoul receives 72 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 55 healing from Ghoul's purging blight area effect.
Armoured skeleton warrior receives 54 healing from Ghoul's purging blight area effect.
Adept of Sandro receives 72 healing from Ghoul's purging blight area effect.
Skeleton master archer receives 54 healing from Ghoul's purging blight area effect.
Adept of Sandro casts Rune: Shielding.
A shield forms around Adept of Sandro.



























































































































































