











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | ZOmnibus Lite 1.7.0A 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: Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 21 / 63% |
| Size | big |
| Lifes / Deaths | Killed by Velodatha the shadow claw at level 21 on the 53rd Haze 122nd year of Ascendancy at 18:33 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 58 (base 50) |
| Dexterity | 11 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 9 (base 10) |
| Willpower | 57 (base 42) |
| Cunning | 15 (base 10) |
Resources
| Life | -57/920 |
| Hate | 100/100 |
| Equilibrium | 33 |
| Healing Factor | 1.4170588855781 |
| Regeneration | 3.1883824925508 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-13% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 2 |
| See Invisible | -8.8817841970013E-16 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 52 |
| Accuracy | 49 |
| Crit Chance | 5% |
| APR | 32 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 49 |
| Crit Chance | 4% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.5 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +3% |
| Cold | +4% |
| All | 0% |
| Lightning | +11% |
| Light | +6% |
| Physical | +10% |
| Mind | +5% |
| Darkness | +3% |
Offense: Damage Penetration
| Light | +5% |
| Temporal | +10% |
| Fire | +20% |
| Physical | +28% |
| Mind | +10% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 4 |
| Physical Save | 28 |
| Spell Save | 23 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 31%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 35%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 70%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 20%( 70%) |
| Physical | + 23%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 96% |
| Confusion Resistance | 85% |
| Fear Resistance | 45% |
| Teleport Resistance | 10% |
| Disarm Resistance | 15% |
| Bleed Resistance | 50% |
| Pinning Resistance | 30% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 45% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 294 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 460% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past. You have destroyed the merchant caravan that you once considered family. Seek out Kyless' cave in the northern part of the meadow and end him. Perhaps the curse will end with him. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 honey tree root. * You've found the needed red crystal shard. * You've found the needed pouch of luminous horror dust. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Dagobers the Bogrip (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 20% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +20% nature Changes damage: +3% darkness A pair of boots made of leather. |
| Light source | Elugathra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +3% light Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Pinning immunity: +20% Teleport immunity: +10% Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Sunfurnace the rough leather cap (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 2 light Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% light Confusion immunity: +20% Only die when reaching: -20.00 life Maximum life: +20.00 Mindpower: +4 (+1 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cap made of leather. |
| On hands | Betibeth (0 def, 9 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +9 Fatigue: +3% Damage (Melee): 5 cold / 5 physical Damage when hit (Melee): 8 acid Changes stats: +2 Dex Changes resistances: +3% acid / +6% cold Changes damage: +6% acid / +5% physical / +3% arcane / +4% cold 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. |
| Tool | Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+1 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 16/25) : Effective talent level: 3.0 Power cost: 20 out of 16/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Bokerain the SingerageInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical crit. chance: +1.0% Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Changes resistances: +22% lightning / +9% fire Changes resistances penetration: +5% fire Changes damage: +11% lightning Stun/Freeze immunity: +20% Life regen: +2.00 Maximum stamina: +20.00 Rings make your fingers look great! |
| On fingers | Glintspike the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +8 (+2 eff.) Damage when hit (Melee): 10 light Changes stats: +1 Mag / +4 Wil / +2 Con Changes damage: +6% light It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 2.0 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 132% 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! |
| Around neck | steel amulet 'Xerivea'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +10 (+3 eff.) Defense: +30 (+10 eff.) Reduces incoming crit damage: 10.00% Cut immunity: +50% Maximum life: +80.00 Healing mod.: +18% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 1.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 199 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | iron longsword 'Silalle' (Shrouds) (103% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 104% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 6% chance to slow global speed by 55% When wielded/worn: Changes resistances: +3% acid / +3% temporal / +3% light / +9% cold Maximum life: +80.00 Curse of Shrouds Sharp, long, and deadly. |
| Around waist | BurnticklerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% light Changes resistances penetration: +15% fire Disease immunity: +10% Maximum life: +132.00 Healing mod.: +15% A belt that goes around your waist. |
| In off hand | Isawen the steel mace (Nightmares) (112% power, 3 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Power: 112% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% When wielded/worn: Accuracy: +17 (+5 eff.) Armour penetration: +15 Physical power: +7 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +10% temporal / +18% physical Disarm immunity: +15% Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +20.00 Spell crit. chance: +1% Curse of Nightmares Blunt and deadly. |
| Cloak | Layiwen the linen cloak (16 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +16 (+5 eff.) Changes resistances: +10% cold Confusion immunity: +20% Pinning immunity: +10% Only die when reaching: -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+4 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 34.32 to 42.90 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
This item will automatically be transmogrified when you leave the level.movement infusion (speed 517%; cd 8) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the wizard (res 17%; mental; dur 3; cd 13)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Arublek the steel amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +6 Dex / +2 Wil / +4 Cun / +5 Con Changes resistances: +11% lightning / +11% temporal Changes damage: +9% arcane Pinning immunity: +27% Stun/Freeze immunity: +23% Knockback immunity: +23% Life regen: +2.00 Stamina each turn: +0.40 Light radius: +1 Movement speed: +10% Amulets make your neck look great! |
The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Vilequench the steel amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% * 10% chance to reduce all saves and defense by 28 Changes stats: +2 Mag Changes resistances: +15% fire / +10% cold Changes damage: +4% temporal / +5% light / +4% physical / +15% mind / +5% darkness Talent mastery: +0.18 Cursed / Endless hunt Spellpower: +4 (+2 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
clarifying steel amulet of cunning (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Cun Changes resistances: +10% mind Confusion immunity: +23% Amulets make your neck look great! |
Umbraparry the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 23% Changes resistances: +20% fire Changes resistances penetration: +15% mind Changes damage: +3% mind / +10% fire Rings make your fingers look great! |
warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Rings make your fingers look great! |
mule's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Maximum encumbrance: +20 Disarm immunity: +20% Pinning immunity: +26% Knockback immunity: +22% Maximum life: +20.00 Rings make your fingers look great! |
warrior's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Changes stats: +3 Str Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.infernal yew vilestaff of greater warding (Nightmares) (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +8 Defense: +6 (+2 eff.) Damage (Melee): 20 fire Maximum wards: +3 darkness Changes damage: +20% darkness Talents granted: +2 Ward +1 Command Staff Critical mult.: +22.00% Spellpower: +14 (+6 eff.) Spell crit. chance: +3% See invisible: +10 Curse of Nightmares Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (Nightmares) (104% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 105% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +1 Crit. chance: +4.5% Attack speed: 100% Curse of Nightmares Massive two-handed battleaxes. |
slime-covered iron longsword of massacre (Misfortune) (116% power, 2 apr)Requires: - Strength 11 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 116% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 5% chance to slow global speed by 55% Curse of Misfortune Sharp, long, and deadly. |
warbringer's iron longsword (Corpses) (104% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Con Changes resistances penetration: +6% physical Disarm immunity: +12% Curse of Corpses Sharp, long, and deadly. |
iron mace of massacre (Misfortune) (114% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 114% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Curse of Misfortune Blunt and deadly. |
Ce'Nonne the iron waraxe (Shrouds) (104% power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature When wielded/worn: Defense: +5 (+1 eff.) Changes resistances: +9% mind / +3% nature Life regen: +4.00 Only die when reaching: -40.00 life Curse of Shrouds One-handed war axes. |
Galereaper the iron waraxe (Madness) (117% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 117% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +4 lightning When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +2 Defense: +6 (+2 eff.) Changes stats: +2 Mag Disarm immunity: +20% Curse of Madness One-handed war axes. |
balanced iron waraxe of massacre (Misfortune) (115% power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Power: 115% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+1 eff.) Defense: +5 (+1 eff.) Disarm immunity: +20% Curse of Misfortune One-handed war axes. |
Xussra the Naturewill (Corpses) (110% power, 3 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 110% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 6 fire Changes stats: +5 Str / +5 Dex / +7 Mag / +3 Wil / +5 Cun / +4 Con Changes damage: +12% nature / +6% fire Curse of Corpses One-handed war axes. |
This item will automatically be transmogrified when you leave the level.chilling dwarven-steel waraxe of massacre (Nightmares) (130% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 cold Curse of Nightmares One-handed war axes. |
Starmortal (Nightmares)Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 Damage (Ranged): +11 lightning / +9 acid Damage (radius 1) on hit: +8 light When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +3.0% Changes resistances: +5% arcane Changes resistances penetration: +15% light Changes damage: +14% lightning / +12% acid Curse of Nightmares Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (19/19, 143% power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 19 Shots are used with slings to pummel your foes to death. |
volcanic cured leather armour of the deep (6 def, 12 armour)Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +12 Defense: +6 (+2 eff.) Fatigue: +7% Damage (Melee): 6 fire Damage (Ranged): 6 fire Changes resistances: +6% acid / +7% cold / +12% fire / +16% physical Allows you to breathe in: water A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.dwarven-steel plate armour of Eyal (0 def, 11 armour) Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Life regen: +3.00 Maximum life: +24.00 Healing mod.: +13% A suit of armour made of metal plates. |
GoreravageCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances: +6% blight / +3% cold Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Elivena the linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Physical power: +10 (+4 eff.) Defense: +7 (+2 eff.) Critical mult.: +5.00% Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Str / +1 Con A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
elven-silk cloak 'Hettisadur' (3 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Str / +4 Wil / +8 Cun / +3 Con Physical save: +10 (+5 eff.) Mental save: +10 (+5 eff.) Only die when reaching: -50.00 life Mental crit. chance: +6% Infravision radius: +2 See invisible: +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velabrebrena the Gleamrend (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +5% fire / +6% light / +6% cold Changes resistances penetration: +10% light / +5% cold A pair of boots made of leather. |
pair of rough leather boots 'Corruptionpunish' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +2 Cun / +2 Con Changes resistances: +3% lightning / +6% light / +6% blight Changes damage: +6% cold Physical save: +12 (+6 eff.) Mental save: +10 (+5 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Torchpain' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Damage when hit (Melee): 2 fire Changes resistances: +6% lightning / +6% fire Changes damage: +9% mind Infravision radius: +1 A pair of boots made of leather. |
rough leather gloves 'Urthychak' (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+3 eff.) Armour: +1 Changes stats: +3 Dex Changes resistances: +9% fire Reduces incoming crit damage: 5.00% Stun/Freeze immunity: +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +3 Str Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level.brawler's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Changes stats: +2 Str / +3 Dex / +3 Cun Talent cooldown: Double Strike (-1 turn) Physical save: +8 (+4 eff.) 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. |
This item will automatically be transmogrified when you leave the level.storm dwarven-steel gauntlets (0 def, 2 armour) Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 7 lightning Changes resistances: +6% lightning Changes damage: +4% lightning 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. |
rough leather cap 'Silarathra' (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes resistances: +6% nature / +6% blight Changes damage: +6% physical Physical save: +6 (+3 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Ebonybrawn (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 23% Damage when hit (Melee): 8 darkness / 4 temporal Changes stats: +4 Cun Changes resistances: +12% fire Changes damage: +6% fire Mental save: +9 (+5 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level.stabilizing dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Physical save: +11 (+6 eff.) Stamina when hit: +1.50 Equilibrium when hit: +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
BethethInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +12 (+6 eff.) Disarm immunity: +20% Teleport immunity: +20% Maximum life: +40.00 Light radius: +3 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
BoltwishCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes resistances penetration: +15% lightning / +15% cold Changes damage: +15% lightning / +6% nature Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+2 eff.) Light radius: +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. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Iron AcornCrafted by a master 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 A small acorn, crafted crudely out of iron. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe (dig speed 36 turns)3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 59% of the healing done. This effect scales with your Magic stat. Activation costs 75 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Mayumilaith the Eclipsebreaker [power 1] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes resistances: +15% cold Changes damage: +24% darkness It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Heal for 33. Torques are made by powerful psionics to store psionic powers. |
cleansing iron torque of psionic shield [power 27] (24/25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all damage taken by 27 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle 'Sleetreign' [power 95] (24/25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Mag Mana when firing critical spell: +1.00 Spellpower: +15 (+6 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 207 Base Damage: 107 Armor: 2 All Resist: 1 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Gork the Krog the Krog Cursed level 16
36th Dusk 122nd year of Ascendancy at 17:57 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gork the Krog the Krog Cursed level 10
16th Dusk 122nd year of Ascendancy at 07:33 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gork the Krog the Krog Cursed level 20
50th Haze 122nd year of Ascendancy at 19:50 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Gork the Krog the Krog Cursed level 18
59th Dusk 122nd year of Ascendancy at 11:21 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gork the Krog the Krog Cursed level 7
10th Dusk 122nd year of Ascendancy at 03:01 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gork the Krog the Krog Cursed level 15
27th Dusk 122nd year of Ascendancy at 08:52 see stats
Log
Mindrot hits Shadow stalker for 5 mind, 0 darkness (5 total damage).
Mindrot hits Velodatha the shadow claw for 2 mind, 1 darkness (4 total damage).
Poison from Shadow stalker hits Gork the Krog for (24 antimagic), 0 nature (0 total damage).
Acid Splash from Velodatha the shadow claw hits Gork the Krog for (9 antimagic), 0 acid (0 total damage).
Something hits Gork the Krog for 62 mind damage.
LIFE LOST WARNING!
Gork the Krog hits Shadow stalker for 53 physical damage.
Gork the Krog hits Velodatha the shadow claw for (2 to psi shield), 3 physical (3 total damage).
Gork the Krog killed Shadow stalker!
Melee retaliation hits Velodatha the shadow claw for (2 to psi shield), 3 acid, 19 light (23 total damage).
Velodatha the shadow claw's Beyond the Flesh hits Gork the Krog for 99 physical, (15 antimagic), 0 cold, 21 physical (120 total damage).
Gork the Krog hits Velodatha the shadow claw for (17 to psi shield), 26 physical, 45 lightning, (2 to psi shield), 3 physical, 2 cold, (2 to psi shield), 3 physical (80 total damage).
Velodatha the shadow claw uses Death Dance.
Gork the Krog has shrugged off 27 damage and is ready for more.
Corrupted war dog is stunned!
Acid Splash from Velodatha the shadow claw hits Gork the Krog for (9 antimagic), 0 acid (0 total damage).
Velodatha the shadow claw hits Gork the Krog for 247 physical, 21 physical (269 total damage).
Gork the Krog receives 17 healing from Unnatural Body.
Poison from Shadow stalker hits Gork the Krog for (24 antimagic), 0 nature (0 total damage).
Mindrot hits Corrupted war dog for 5 mind, 6 darkness (12 total damage).
Mindrot hits Velodatha the shadow claw for 5 mind, 2 darkness (7 total damage).
Melee retaliation hits Velodatha the shadow claw for (2 to psi shield), 3 acid, 19 light (23 total damage).
Melee retaliation hits Velodatha the shadow claw for (3 to psi shield), 4 acid, 24 light (28 total damage).
Velodatha the shadow claw's Beyond the Flesh hits Gork the Krog for 85 physical, (15 antimagic), 0 cold, 21 physical (107 total damage).
Gork the Krog the level 21 krog cursed was stabbed to death by Velodatha the shadow claw on level 4 of Tranquil Meadow.
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)
You feel your rampage slowing down. (-1 duration)


































































































