Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Odyssey of The Summoner (for ToME 1.7.4+) 1.7.4Howdy, this is Kamani. The current page for OotS content is: https://forums.te4.org/viewtopic.php?p=247326#p247326 I mostly tested OotS with EoR, Cults, and Ashes enabled, but it should work fine without them. Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process! Expanded Details: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: 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:
Early Boost & Some More Points 1.6.0Significantly more points in the early game. That's it. 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:
Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/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. ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Necro Escort 1.7.2Adds a necromancer escort. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. 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 | Demons |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Serpent |
| Class | Hydra |
| Level / Exp | 85 / 32% |
| Size | big |
| Lifes / Deaths | Killed by Sawtree at level 17 on the 134th Vengeance 123rd year of Ascendancy at 19:23 / 24Killed by Sawtree at level 17 on the 134th Vengeance 123rd year of Ascendancy at 20:28 Killed by Oyagan the human at level 22 on the 142nd Vengeance 123rd year of Ascendancy at 18:15 Killed by Oyagan the human at level 22 on the 142nd Vengeance 123rd year of Ascendancy at 21:39 Killed by corrupted devourer at level 23 on the 193rd Vengeance 123rd year of Ascendancy at 02:55 Killed by corrupted devourer at level 23 on the 193rd Vengeance 123rd year of Ascendancy at 04:05 Killed by corrupted devourer at level 23 on the 193rd Vengeance 123rd year of Ascendancy at 05:52 Killed by Nophras at level 26 on the 194th Vengeance 123rd year of Ascendancy at 03:03 Killed by Nophras at level 26 on the 207th Vengeance 123rd year of Ascendancy at 20:51 Killed by Nophras at level 26 on the 207th Vengeance 123rd year of Ascendancy at 22:59 Killed by Nophras at level 26 on the 208th Vengeance 123rd year of Ascendancy at 00:41 Killed by Yvita the awoken tentacle tree at level 26 on the 217th Vengeance 123rd year of Ascendancy at 13:48 Killed by Yvita the awoken tentacle tree at level 26 on the 217th Vengeance 123rd year of Ascendancy at 16:48 Killed by Yvita the awoken tentacle tree at level 26 on the 217th Vengeance 123rd year of Ascendancy at 19:04 Killed by Urkis, the High Tempest at level 29 on the 220th Vengeance 123rd year of Ascendancy at 17:09 Killed by Urkis, the High Tempest at level 29 on the 220th Vengeance 123rd year of Ascendancy at 19:00 Killed by Urkis, the High Tempest at level 29 on the 220th Vengeance 123rd year of Ascendancy at 21:06 Killed by glimmering elven blood mage at level 33 on the 229th Vengeance 123rd year of Ascendancy at 11:38 Killed by crystalline elven cultist at level 36 on the 230th Vengeance 123rd year of Ascendancy at 19:42 Killed by Nophras at level 45 on the 249th Vengeance 123rd year of Ascendancy at 16:10 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 327th Vengeance 123rd year of Ascendancy at 21:00 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 327th Vengeance 123rd year of Ascendancy at 22:33 Killed by Linaniil, Supreme Archmage of Angolwen at level 50 on the 328th Vengeance 123rd year of Ascendancy at 00:26 Killed by elven cultist at level 55 on the 4th Vengeance 124th year of Ascendancy at 18:05 |
Primary Stats
| Strength | 195 (base 53) |
| Dexterity | 120 (base 31) |
| Constitution | 211 (base 77) |
| Magic | 103 (base 10) |
| Willpower | 330 (base 93) |
| Cunning | 247746 (base 23) |
Resources
| Equilibrium | 60 |
| Life | 10014/10040 |
| Fury | 432/432 |
| Stamina | 1711/1711 |
| Blood | 9989/9989 |
| Healing Factor | 2.5 |
| Regeneration | 105.125 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 26 |
| Lite | 44 |
| See Invisible | 20 |
Offense: Barehand
| Damage | 683 |
| Accuracy | 240 |
| Crit Chance | 322200% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 2449 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Mind
| Mindpower | 3467.500905059 |
| Crit Chance | 100% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +19% |
| Acid | +17% |
| Mind | +45% |
| Lightning | +40% |
| Nature | +13% |
| Physical | +28% |
| Cold | +40% |
| All | +10% |
Offense: Damage Penetration
| Acid | +4% |
| Fire | +5% |
| Mind | +30% |
| Physical | +4% |
| Cold | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 803.7642678092 (100%) |
| Defense | 135 |
| Ranged Defense | 208 |
| Fatigue | 0 |
| Physical Save | 139 |
| Spell Save | 151 |
| Mental Save | 1870 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 1%( 70%) |
| Cold | + 33%( 70%) |
| All | 0%( 70%) |
| Lightning | + 3%( 70%) |
| Light | + 50%( 70%) |
| Darkness | + 10%( 70%) |
| Mind | + 50%( 70%) |
| Fire | + 63%( 70%) |
| Nature | -20%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 30% |
| Fear Resistance | 0% |
| Pinning Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (0/0)
Class Talents
| Blighted / Blood Geyser | 1.00 |
| 7/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 0.80 |
| 8/5 |
| 7/5 |
| 8/5 |
| 7/5 |
| Wild-heart / Feral Hydra | 1.30 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Wild-heart / Triad | 1.30 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Wild-heart / Swamp Beast | 1.10 |
| 8/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Wild-heart / Glare Hydra | 1.30 |
| 7/5 |
| 7/5 |
| 8/5 |
| 7/5 |
| Wild-heart / Breath Hydra | 2.90 |
| 8/5 |
| 8/5 |
| 8/5 |
| 8/5 |
Generic Talents
| Wild-heart / Prudence | 1.10 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Ego / Serpent | 1.00 |
| 8/5 |
| 8/5 |
| 6/5 |
| 8/5 |
| Wild-heart / Regenerate | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-heart / Natural Combat | 1.80 |
| 13/10 |
| 11/10 |
| 13/10 |
| 11/10 |
| 10/10 |
| 11/10 |
| 13/10 |
| 4/10 |
| Wild-heart / Noble Animal | 2.60 |
| 8/5 |
| 1/5 |
| 7/5 |
| 7/5 |
| 13/10 |
| 13/10 |
| 13/10 |
| 13/10 |
| Wild-heart / Hydragon | 1.10 |
| 7/5 |
| 7/5 |
| 7/5 |
| 7/5 |
| Wild-heart / Hoarding Beast | 1.50 |
| 7/5 |
| 7/5 |
| 1/5 |
| 8/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mental Tyranny |
| talent | Menace |
| talent | Beneath The Wake |
| talent | Hydra Toxin |
| talent | Leeching Poison |
| talent | Attune to Nature |
| talent | Soul of Nature |
| talent | Summon Vines |
| talent | Hydra Mixture |
| talent | Hydra Chemistry |
| talent | Slyness |
| talent | Apply Poison |
| beneficial effect | Receiving a stun or sleep effect will remove one Feral head. When all Feral heads are lost, you will incur a severe Accuracy penalty. Feral HeadsTurns until recharge: 7 |
| beneficial effect | Receiving a poison or dominate effect will remove a head. When all heads are lost, you will incur a severe damage penalty. Multihued HeadsTurns until recharge: 8 |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Decoy heads will sometimes absorb effects that other heads may receive. The chance of absorbing an effect is based on how many heads are present. Decoy HeadsTurns until recharge: 8 |
| beneficial effect | Receiving a confusion or blind effect will remove one Glare head. When all Glare heads are lost, you will incur a severe Vision penalty. Glare HeadsTurns until recharge: 7 |
| beneficial effect | You have gained 5 physical save due to receiving a physical effect. AvoidanceThis effect will not expire. Instead, your gains will decrease by 5 after 0 turns of receiving no physical effects. |
| beneficial effect | Receiving a silence or fear effect will remove one Drool head. When all Drool heads are lost, you will incur a severe Defense penalty. Drool HeadsTurns until recharge: 7 |
| beneficial effect | You have not completely exhausted your last breath, converting 80% of all your Tri-Breath talents' damage into acid. Hydra Mixture |
Quests
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 76): Exterminator | active |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 77): ExterminatorYou completed the challenge and received: +1 Generic Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 78): ExterminatorYou completed the challenge and received: Random Artifact: Elewen (9-12 power, 5 apr) | done |
Proceed directly to the next Infinite Dungeon level in less than 332 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 79): Rush Hour (332)Turns left: -1 | failed |
Proceed directly to the next Infinite Dungeon level in less than 347 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 80): Rush Hour (347)Turns left: 277 You completed the challenge and received: Random Artifact: Kinetic Focus (6-7 power, 18 apr, physical damage) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge (Level 82): PacifistYou completed the challenge and received: +1 Class Point and +1 Category Point | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 83): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Find, challenge, and kill your mirror clone on the level. Infinite Dungeon Challenge (Level 84): Mirror Match | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 85): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 347 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 86): Rush Hour (347)Turns left: 199 You completed the challenge and received: Random Artifact: Blindwhisper (12 def, 20 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge (Level 87): ExterminatorYou completed the challenge and received: +3 Stat Points | done |
Proceed directly to the next Infinite Dungeon level in less than 191 turns (an exit is revealed on your map). Infinite Dungeon Challenge (Level 88): Rush Hour (191)Turns left: -1 | failed |
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
The beachhead is under concentrated attack by Thaloren elves and the plants and animals of their forest. Invasion InvadedReturn at once and help fight them off! * The Thaloren are defeated and the beachhead is safe. | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * The unbound crystal beings have laid waste to Elvala. It will be easy to round up the survivors. * The Thaloren counterattack has been defeated, and the incineration of their forests is proceeding according to schedule. * The Allied Kingdom leadership is destroyed. Victory is certain. You have won the game! | done |
You were given a memory crystal to improve your skills. The Hollow CrystalBut it didn't have any memories in it. | done |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish has been killed and her cultists scattered. Perhaps she will return one day, but she cannot help you. Walrog is dead. What a waste. You really messed this up. * You have found each of the old ones. | done |
Strange energies of unusual strength have been detected beneath the western sands. What Lies BeneathPerhaps they could prove useful in our struggle for revenge. Investigate. | done |
Equipment
| 1st feral head | fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
| 2nd feral head | Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
| 1st drool head | pulsing mindstar of resolve (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.0 - 13.2 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) ----- def ----- Spell.save +6 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 4th drool head | caller's thorny mindstar (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] NatureTarnished by natural acids Power 9.5 - 10.5 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) Dmg.mod +7% acid +9% fire +7% cold +7% physical Res.pen +4% acid +5% fire +4% cold +4% physical ----- def ----- Heal/summ +20 ---------- misc Max.summ +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Light source | Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+0 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 514 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
| 3rd drool head | pulsing mindstar of gales (13-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 13.0 - 14.3 Mind Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) Dmg.mod +10% lightning +8% cold +11% physical ----- def ----- Defense +14 (+2 eff.) Pinning- +18% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 2nd glare head | marksman's stralite ring0.1 T4 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+0 eff.) Rings make your fingers look great! |
| Tool | Blank Book5.0 T3 book charm [Unique] Psionic While equipped: dps ---------- Mind.pwr +15 (+0 eff.) Dmg.mod +25% mind Acc +15 (+1 eff.) ----- def ----- Resists +20% mind Fear- -50% Mental Shielding: Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power Description: Clears your mind of current mental effects, and blocks additional ones over 6 turns. At most, 4 mental effects will be affected. An untitled book, bound in leather, stained now with blood of men, elves, and beasts. There is no writing anywhere between its covers, but you can get lost in the pages for hours. |
| 3rd glare head | gladiator's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.pwr +5 (+0 eff.) Acc +11 (+1 eff.) Apr +9 ----- def ----- Defense +11 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| 4th glare head | Corruptionobsidian0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +8 Lck +8 Cun dps ---------- Dmg.mod +3% nature Melee Ret 17 temporal 19 physical On Hit (Melee): * 26% chance to slow global speed by 437% ----- def ----- Defense +10 (+2 eff.) Resists +6% blight +1% physical HP.reg +13.00 Stun/Frz- +50% Def/telep +15 Res/telep +15% Dur/telep +15% Mind On My Money: (Instant) Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Contemplate your wealth and draw power from it, gaining 100.00 mindpower for 10 turns. You gain 1 mindpower for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
| 2nd drool head | gifted pulsing mindstar of clarity (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 13.0 - 14.3 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +11 (+0 eff.) ----- def ----- Mind.save +5 (+0 eff.) ---------- misc Max.psi +14.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| 1st glare head | entropic gold ring of speed0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +4 Cun dps ---------- Mov.spd +12% Acc +9 (+1 eff.) Melee Ret 14 acid 7 darkness ----- def ----- Defense +9 (+2 eff.) Blinding Speed: Puts all charms on 40 cooldown Level 3.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 32% for 5 turns. Rings make your fingers look great! |
| 3rd feral head | Glowing Core1.0 T4 white gem [Unique] Arcane While equipped: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% See.Invis +20 While carried: Light +2 Item imbue powers: Resists +50% light +50% fire Affinity +20% light +20% fire Blind- +100% Light +4 See.Invis +20 Latent Damage Type: Light This is all that's left of the Searing Horror. Even after its death, the object in your hand glows just as brightly as it did before. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+2 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| 4th feral head | Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Prismatic Rune (6 turns; lightning, physical, darkness, cold, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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 lightning, 3 physical, 5 darkness, 5 cold, 3 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the warrior (regen 1935% over 10 turns; mana 97; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1935% for 10 turns (0 total) and instantly restoring 97 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 350; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd 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 350 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 102; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 102 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
warmaker's voratun amulet of murder0.1 T5 amulet jewelry [Ego++] MasterTarnished by natural acids While equipped: Stats +8 Str +10 Dex +8 Wil dps ---------- Crit.mult +18.00% Acc +7 (+0 eff.) Apr +17 Amulets make your neck look great! |
copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Rings make your fingers look great! |
rogue's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +4 (+1 eff.) Resists +10% temporal Rings make your fingers look great! |
warrior's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +24.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
conjurer's gold ring of blight (+12%)0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+0 eff.) Dmg.mod +12% blight ----- def ----- Resists +12% blight Rings make your fingers look great! |
obscure gold ring0.1 T3 ring jewelry [Ego+] While equipped: dps ---------- Melee+ 6 dark light Ranged+ 5 void ----- def ----- Phys.save +7 (+1 eff.) Rings make your fingers look great! |
treant's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +7% nature +7% blight Max.HP +20.00 Poison- +13% Disease- +12% Disarm- +24% Pinning- +36% Knockbk- +23% Rings make your fingers look great! |
rogue's stralite ring of clarity0.1 T4 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+1 eff.) Mind.save +8 (+0 eff.) Confus- +32% Rings make your fingers look great! |
stralite ring of opulence0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Lck +4 Cun All That Glitters: (Instant) Level 2.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Call upon the power of your wealth to empower your magic, gaining 100.00 spellpower for 10 turns. You gain 1 spell power for every 80 gold, up to a maximum of 100. Rings make your fingers look great! |
marksman's voratun ring of misery0.1 T5 ring jewelry [Ego+] Master/Psionic While equipped: Stats +5 Cun +6 Dex dps ---------- Melee+ 22 physical Ranged+ 16 physical Acc +12 (+1 eff.) On Hit (Melee): * 15% chance to reduce all saves and defense by 364 On Hit (Ranged): * 17% chance to reduce all saves and defense by 364 ---------- misc Hate/m.crit +3.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.5 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+0 eff.) Dmg.mod +20% physical Acc +7 (+0 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 3.5 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 99% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Telos's Staff (Top Half) (35-42 power, 0 apr, arcane element)2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+0 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+0 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+0 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
slagged dwarven-steel mace of banishment (26-37 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Arcane Power 26.5 - 37.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 fire Against +14% Horror +14% Demon On Hit.r1 +8 acid On Crit: * Strike your target with a blast of Arcane energy dealing 433 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +22.00% Res.pen +8% acid Blunt and deadly. |
Bloomsoul (8-9 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 2.5 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 172 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Kinetic Focus (6-7 power, 18 apr, physical damage)3.0 T2 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 6.0 - 6.6 Physical Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+0 eff.) Dmg.mod +10% physical Res.pen +6% physical ----- def ----- Resists +10% physical Phys.save +6 (+1 eff.) ---------- misc Psi/m.crit +1.00 Talents +1 Psionic Maelstrom Masteries +0.10 Psionic/Kinetic mastery Kinetic energies are focussed in the core of this mindstar. |
manaburning vined mindstar of life (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/DisruptTarnished by natural acids Power 4.0 - 4.4 Mind Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Resists +2% arcane Max.HP +12.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
protector's vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/DisruptTarnished by natural acids Power 5.5 - 6.1 Mind Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+0 eff.) ----- def ----- Resists +3% all ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
absorbing thorny mindstar of disruption (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego++] Nature/Disrupt/PsionicTarnished by natural acids Power 9.0 - 9.9 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) ----- def ----- Resists +10% lightning +11% fire +8% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Voracity +0.10 Psionic/Absorption Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of gales (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/PsionicTarnished by natural acids Power 8.5 - 9.4 Mind Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+0 eff.) Dmg.mod +7% lightning +4% cold +5% physical ----- def ----- Defense +6 (+1 eff.) Pinning- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of flames (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Nature Uses 952% Wil, 571% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+0 eff.) All.spd +3% Melee+ 8 fire Dmg.mod +4% nature +5% fire Res.pen +7% fire ----- def ----- Resists +4% blight +7% fire Disease- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 1143% Wil, 381% Cun Mastery Summon Vines Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+0 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 4.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 141, doing 4409.39 slime damage for 280 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Pouch of the Subconscious (20/20, 38-46 power, 15 apr)3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Islebeth the Rainpassion (19/22, 62-74 power, 6 apr)3.0 T5 shot ammo [Random Unique] Arcane/Master/Psionic Power 61.5 - 73.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +16.0% Capacity 22 Ranged+ +20 blight +22 cold +4 arcane +24 physical On Hit.r1 +20 cold On Hit: * 20% chance to knock the target back 3 spaces and deal 2845 physical damage On Crit: * Wound the target dealing 2358 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+1 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Molten Skin (15 def, 12 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+0 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+2 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 5.5 Pwr.cost 12 out of 16/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 6, knocking back anything caught inside and setting them ablaze, doing 6006.49 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Twofold Crown (3 def, 6 armour) Twofold Crown (3 def, 6 armour)3.0 T5 head armor Reqs Heavy armour training [Unique] Master While equipped: dps ---------- Phys.pwr +33 (+0 eff.) Spell.pwr +33 (+0 eff.) Mind.pwr +33 (+0 eff.) Acc +33 (+2 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Resists +25% arcane +25% physical Talent.cat+ +0.30 Race Stun/Frz- +50% ---------- misc Infravis +5 Sight +5 Greatly extends the reach of your talents. The crown of Nargol was lost long ago, so at the beginning of the Age of Ascendancy, a new crown was forged to represent the Allied Kingdoms. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
18 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+1 eff.) Mind.save +8 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+1 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
15 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 diamond0.0 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. |
12 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+1 eff.) Mind.save +10 (+0 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+0 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
Goedalath Rock0.1 T5 demonic gem [Unique] Arcane While carried: Melee Ret 34 healing Mind.save -18 (+0 eff.) HP.reg -2.00 Heal.mod -50% Light -2 Item imbue powers: Phys.pwr +12 (+0 eff.) Spell.pwr +16 (+0 eff.) Dmg.mod +9% all Melee Ret 34 darkness Heal.mod +50% Infravis +3 See.Invis +14 Telepathy Demon/Major Demon/Minor Latent Damage Type: Shadowflame A small rock that seems from beyond this world, vibrating with a fierce energy. It feels warped and terrible and evil... and yet oh so powerful. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
233 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(269 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +5 (+0 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
exalted dwarven lantern of pyromancy1.0 T5 lite [Ego+] Arcane/Psionic While equipped: Stats +5 Wil ----- def ----- Affinity +8% mind +3% light ---------- misc Light +5 Unleash a fiery explosion, inflicting 333.19 Burning damage in radius 3 (based on Magic), possibly stunning creatures in the area for 4 turns. Uses 20 power out of 30/30 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+3 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
DeWolve Bandolier DeWolve Bandolier2.0 T2 misc tool [Unique] Arcane/Master While equipped: Stats +3 Cun +3 Con dps ---------- Res.pen +7% acid +7% fire +7% nature ---------- misc Talents +1 Volatile Mixture Equip a bandolier holding up to 5 volatile alchemical mixtures, allowing you to attack from range. You automatically reload 1 mixture per turn while resting or moving. Each mixture randomly inflicts one of the following effects: 297408.2 Fire damage, 237926.6 Acid damage that corrodes armor, or 371760.2 Poison damage over 6 turns. Damage is based on Magic and Cunning One of several bandoliers of dangerous weaponized potions used by servants of the criminal alchemist Jheren DeWolve. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
stralite torque of mindblast 'Horain' [power 305] (15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +10 (+0 eff.) Dmg.mod +12% physical Res.pen +5% acid Acc +10 (+1 eff.) On Hit (Melee): * 21% chance to reduce armor by 252% Blast the opponent's mind dealing 442 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to gain a 34% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
WINNER!
Well done! You have won the Tales of Maj'Eyal: The Hammer of Urh'Rok
The King is dead, and the Allied Kingdoms lie in ruins, thanks to your efforts.
Maj'Eyal will fall into the demons' hands. Eventually, all trace of the sher'tul will be wiped out.
You have done your duty.
You may continue playing and enjoy the rest of the world.
Achievements
Darkness Endures (Exploration mode)
Kryl'Feijan survived the final battle.By Nophras the Serpent Hydra level 50
311st Vengeance 123rd year of Ascendancy at 04:45 see stats
Dragon's Greed (Exploration mode)
Amassed 8000 gold pieces.By Nophras the Serpent Hydra level 50
310th Vengeance 123rd year of Ascendancy at 01:18 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By Nophras the Serpent Hydra level 37
231st Vengeance 123rd year of Ascendancy at 19:59 see stats
Getting the Band Back Together (Exploration mode)
Help all the ancient demonsBy Nophras the Serpent Hydra level 50
319th Vengeance 123rd year of Ascendancy at 07:00 see stats
Infinite x80 (Exploration mode)
Got to level 80 of the infinite dungeon.By Nophras the Serpent Hydra level 69
11st Vengeance 124th year of Ascendancy at 06:41 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Nophras the Serpent Hydra level 10
74th Vengeance 123rd year of Ascendancy at 17:25 see stats
Level 20 (Exploration mode)
Got a character to level 20.By Nophras the Serpent Hydra level 20
136th Vengeance 123rd year of Ascendancy at 02:47 see stats
Level 30 (Exploration mode)
Got a character to level 30.By Nophras the Serpent Hydra level 30
220th Vengeance 123rd year of Ascendancy at 22:49 see stats
Level 40 (Exploration mode)
Got a character to level 40.By Nophras the Serpent Hydra level 40
233rd Vengeance 123rd year of Ascendancy at 10:18 see stats
Level 50 (Exploration mode)
Got a character to level 50.By Nophras the Serpent Hydra level 50
289th Vengeance 123rd year of Ascendancy at 16:58 see stats
Now, this is impressive! (Exploration mode)
Killed Linaniil, the Supreme Archmage of Angolwen.By Nophras the Serpent Hydra level 50
328th Vengeance 123rd year of Ascendancy at 00:23 see stats
Overpowered! (Exploration mode)
Did over 6000 damage in one attack.By Nophras the Serpent Hydra level 38
232nd Vengeance 123rd year of Ascendancy at 05:41 see stats
Size is everything (Exploration mode)
Did over 1500 damage in one attack.By Nophras the Serpent Hydra level 33
229th Vengeance 123rd year of Ascendancy at 13:01 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By Nophras the Serpent Hydra level 30
228th Vengeance 123rd year of Ascendancy at 17:55 see stats
Strong Lungs (Exploration mode)
Defeat the Swarming Abyss while running out of air.By Nophras the Serpent Hydra level 24
193rd Vengeance 123rd year of Ascendancy at 15:11 see stats
The Fall of Maj'Eyal (Exploration mode)
Killed King Tolak and destroyed the Allied Kingdoms.By Nophras the Serpent Hydra level 50
311st Vengeance 123rd year of Ascendancy at 04:45 see stats
The Old Ones (Exploration mode)
Kill all the three demons that are on Eyal since before the Spellblaze: Shasshhiy'Kaish, Kryl'Feijan and Walrog.By Nophras the Serpent Hydra level 50
319th Vengeance 123rd year of Ascendancy at 07:00 see stats
The bigger the better! (Exploration mode)
Did over 3000 damage in one attack.By Nophras the Serpent Hydra level 36
230th Vengeance 123rd year of Ascendancy at 15:21 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By Nophras the Serpent Hydra level 39
233rd Vengeance 123rd year of Ascendancy at 02:16 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Nophras the Serpent Hydra level 28
219th Vengeance 123rd year of Ascendancy at 06:49 see stats
Wiser Than Thou (Exploration mode)
Defeat the Thaloren counterattackBy Nophras the Serpent Hydra level 47
279th Vengeance 123rd year of Ascendancy at 00:40 see stats
Log
Nophras's mouth is sizzling with Acid!
Nophras hits Void shard for 10171 mind damage.
Nophras hits Void horror for (19 dissipated), 10152 mind (10152 total damage).
Nophras hits Void shard for 10171 mind damage.
Nophras hits Forge-giant for 9331 mind damage.
Nophras hits Void shard for 10171 mind damage.
Nophras hits Void shard for 10171 mind damage.
Nophras hits Void shard for 10171 mind damage.
Nophras hits Void shard for 10171 mind damage.
Nophras killed Void shard!
Nophras killed Void horror!
Nophras killed Void shard!
Nophras killed Void shard!
Nophras killed Void shard!
Nophras killed Void shard!
Nophras killed Void shard!
Nophras killed Forge-giant!
Nophras HEALS from fire damage!
Burning from Forge-giant hits Nophras for (12 discretion), 15 fire, 29 healing (15 total damage) [29 healing].
Nophras HEALS from fire damage!
Forge-giant's cleansing fire area effect hits Nophras for 6 equilibrium, 39 fire, 28 healing (39 total damage) [28 healing].
Forge-giant's cleansing fire area effect hits Nophras for 26 fire, 28 healing (26 total damage) [28 healing].
Nophras HEALS from fire damage!
Burning from Forge-giant hits Nophras for 27 fire, 29 healing (27 total damage) [29 healing].
Forge-giant's cleansing fire area effect hits Nophras for 6 equilibrium, 39 fire, 28 healing (39 total damage) [28 healing].
Nophras stops burning.
Nophras is completely beheaded!!
























































































