Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.9 |
Addons | Crystalist 1.5.6 Dark Priest 1.4.8Adds the Dark Priest, a mage subclass. Even in an age of supposed prosperity, there are many who lose their lives in vain. Those who tend the wounded, returned home from battle or adventure, are highly skilled in the arts of healing, many using arcane techniques. But there are some who have seen too much. They have formed a brotherhood of those who have accepted the Dark Truth. Eyal has but one true God, and He demands sacrifices. The Dark Priest and his brethren tap into arcane energies to deliver the bad word unto all the people of Maj'Eyal. They manipulate darkness and life energy to convey their message of doom and despair. When that doesn't work, carrying a big stick helps, too. Dark Priests use Magic and Cunning as their primary stats. They focus on Darkness and Arcane spells, and are proficient in staff combat, as well. They also have command of a unique kind of magic, Unhealing. Unhealing is negative healing and such functions differently than damage. It will not be affected by any type of damage mitigation and will be increased by the target's healing modifier. Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.5 Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: Harbinger 1.5.6 Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Arcane Combat Mod Merge 1.5.5Combines multiple good mods that enhance various aspects of Arcane Combat, with some edits to resolve compatibility issues:
High Guard 1.5.9Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand. Unique Talents: Spell/Battlemage Spell/Magical Assualt Spell/Phasing Spell/Battle Channeling Spell/Sorcerous Might (high level) Spell/Mage Adept (high level) Spell/Medic (generic) Base Talents: Technique/Combat Training (1.3) See the forum thread full talent details. Talent icons from https://game-icons.net Adjustable Levelup - t155 1.5.5Allows modification of leveling. Can modify stat gain, talent gain, category gain, life gain, and more. If you would like to be able to modify other values post them in the comments. Inspired by Asellia's adjustable_level_points addon. Syro's edits: Added some changes that were added up to the game version 1.5.5, like hide categories button. Slightly More Adventurous 1.1.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verdant Class Pack 1.5.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Bladebender 1.5.6 Inferno Race Pack 1.4.0Adds a collection of my races. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. Embers of Rage 1.5.0Official 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:
Proper Possession 1.5.0
Frequently Asked Questions: Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope 1.4.9Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. Big thanks to Razakai's Improved Stores mod for showing me how to create shops, and to Housepet for pretty much writing this addon. Items Vault 1.5.0Donators/Buyers bonus! Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Gladiator 1.5.2Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however they are also proficient with two-handed weapons and shields. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Mage Knight 1.5.5Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Forbidden Cults 1.5.9Official 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.
Minstrel 1.5.5Adds the Minstrel, a lightly armored duelist who uses the power of song to bolster strength and incapacitate foes. Implements 20 new abilities split across 5 ability trees and 2 additional artifacts (which form a set). This is my first mod for ToME4, so if you encounter any bugs or balance issues, feel free to let me know! The source code is available here: https://github.com/ArtixBot/tome4-minstrel Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Better Item Description 1.5.5This 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 Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Exploration |
Sex | Male |
Race | Ogre |
Class | Writhing One |
Level / Exp | 18 / 99% |
Size | big |
Lifes / Deaths | Killed by protoplasmic controller at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:11 / 38Killed by Emelywyn the plasmic disruptor at level 2 on the 76th Pyre 122nd year of Ascendancy at 10:56 Killed by Emelywyn the plasmic disruptor at level 2 on the 76th Pyre 122nd year of Ascendancy at 11:36 Killed by Emelywyn the plasmic disruptor at level 2 on the 76th Pyre 122nd year of Ascendancy at 12:22 Killed by Emelywyn the plasmic disruptor at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:09 Killed by Emelywyn the plasmic disruptor at level 2 on the 76th Pyre 122nd year of Ascendancy at 13:38 Killed by The Spinal Cord at level 3 on the 77th Pyre 122nd year of Ascendancy at 02:24 Killed by Vorynn the copperhead snake at level 7 on the 14th Dusk 122nd year of Ascendancy at 18:51 Killed by copperhead snake at level 11 on the 30th Dusk 122nd year of Ascendancy at 07:20 Killed by Isluba the deformed white wolf at level 12 on the 36th Dusk 122nd year of Ascendancy at 03:33 Killed by Bardom the thalore at level 12 on the 42nd Dusk 122nd year of Ascendancy at 21:35 Killed by Duaughaha the human at level 12 on the 43rd Dusk 122nd year of Ascendancy at 00:28 Killed by Bardom the thalore at level 12 on the 43rd Dusk 122nd year of Ascendancy at 01:12 Killed by Ealonrry the human at level 12 on the 43rd Dusk 122nd year of Ascendancy at 01:53 Killed by giant fire ant at level 14 on the 76th Dusk 122nd year of Ascendancy at 21:08 Killed by rogue at level 14 on the 77th Dusk 122nd year of Ascendancy at 04:22 Killed by Betitha the giant army ant at level 15 on the 78th Dusk 122nd year of Ascendancy at 16:36 Killed by white wolf at level 15 on the 78th Dusk 122nd year of Ascendancy at 20:18 Killed by ritch flamespitter at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 00:20 Killed by war hound at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 00:56 Killed by Adubrema the ink squid at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 02:12 Killed by Gota the ink squid at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 05:21 Killed by bloated horror at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 12:34 Killed by blade horror at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 15:26 Killed by devourer at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 19:48 Killed by umbral horror at level 16 on the 1st Haze 122nd year of Ascendancy at 14:32 Killed by devourer at level 16 on the 1st Haze 122nd year of Ascendancy at 22:53 Killed by brecklorn at level 17 on the 13rd Haze 122nd year of Ascendancy at 20:44 Killed by dremling at level 17 on the 13rd Haze 122nd year of Ascendancy at 22:58 Killed by Emedatira the half formed drem at level 17 on the 15th Haze 122nd year of Ascendancy at 00:39 Killed by Salyyada the half formed drem at level 17 on the 15th Haze 122nd year of Ascendancy at 01:54 Killed by orc corruptor at level 18 on the 15th Haze 122nd year of Ascendancy at 20:08 Killed by fire wyrm at level 18 on the 16th Haze 122nd year of Ascendancy at 20:38 Killed by fire wyrm at level 18 on the 16th Haze 122nd year of Ascendancy at 21:58 Killed by worm that walks at level 18 on the 18th Haze 122nd year of Ascendancy at 06:07 Killed by Cyrolaith the ice wyrm at level 18 on the 19th Haze 122nd year of Ascendancy at 03:48 Killed by Cyrolaith the ice wyrm at level 18 on the 19th Haze 122nd year of Ascendancy at 04:58 Killed by Salykira the grizzly bear at level 18 on the 19th Haze 122nd year of Ascendancy at 21:40 |
Primary Stats
Strength | 54 (base 34) |
Dexterity | 30 (base 16) |
Constitution | 25 (base 13) |
Magic | 52 (base 39) |
Willpower | 17 (base 10) |
Cunning | 29 (base 23) |
Resources
Insanity | 100/100 |
Psi | 107/107 |
Vim | 168/168 |
Life | 649/649 |
Equilibrium | 0 |
Healing Factor | 1.15 |
Regeneration | 0.8625 |
Speed
Mental | +10% |
Attack | 0% |
Movement | -62.96871079656% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
See Stealth | 55.407362411425 |
See Invisible | 55.407362411425 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 123 |
Accuracy | 61 |
Crit Chance | 31% |
APR | 22 |
Speed | 0.85 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Physical | +26% |
Darkness | +18% |
Light | +10% |
Nature | +5% |
Blight | +18% |
Arcane | +21% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 19 |
Ranged Defense | 24 |
Fatigue | 5 |
Physical Save | 24 |
Spell Save | 43 |
Mental Save | 21 |
Defense: Resistances
Nature | + 16%( 70%) |
Light | + 33%( 70%) |
All | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 56% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 25.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured psion to the recall portal on level 3 of Trollmire. Escort: injured psion (level 3 of Trollmire)As a reward you improved talent Sleep (+1 level(s)). | done |
You successfully escorted the injured wilder to the recall portal on level 2 of Trollmire. Escort: injured wilder (level 2 of Trollmire)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 44. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed sandworm tooth. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed bloated horror heart. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Alygorn (0 def, 7 armour) Alygorn (0 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +5 Dex +5 Lck dps ---------- Phys.crit +3.0% Phys.pwr +8 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +7 Fatigue +1% Stealth +5 Heal.mod +5% A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | miner's dwarven-steel helm of strength (+4) (0 def, 6 armour) miner's dwarven-steel helm of strength (+4) (0 def, 6 armour)3.0 T3 head armor [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +6 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
On fingers | wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings can have magical properties. |
On fingers | psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
Around waist | rough leather belt of resilience rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +32.00 A belt that goes around your waist. |
In main hand | reforged Genocide (61.6-98.56 power, 11 apr) reforged Genocide (61.6-98.56 power, 11 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Master Power 61.6 - 98.6 Physical Uses 133% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc +18 Apr +11 Crit +21.0% Atk.spd 108% Melee+ +39 nature +39 darkness While equipped: Stats +7 Str +7 Dex +7 Con dps ---------- Dmg.mod +21% arcane +21% physical ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Talents +2 Ruin Massive two-handed swords. This item has been sent to the Item's Vault. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Main armor | Carrionpierce the woollen robe (0 def, 0 armour) Carrionpierce the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +9% mind Melee Ret 16 mind ----- def ----- Resists +3% nature ---------- misc Mana/turn +0.17 Psi/turn +0.18 On Nature Hit: 5% Slime Spit 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | linen cloak 'Khelugen' (10 def, 0 armour) linen cloak 'Khelugen' (10 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Acc +14 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Rng.Def +9 (+4 eff.) Spell.save +20 (+7 eff.) Max.HP +80.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | enraging copper amulet of murder enraging copper amulet of murder0.1 T1 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Phys.spd +10% Dmg.mod +5% physical Acc +5 (+1 eff.) Apr +11 Amulets can have magical properties. |
Inventory
magic missile rune of the duelist (117 arcane damage) magic missile rune of the duelist (117 arcane damage)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 19 Travel.spd 600% of base Usage Speed Spell (100% of a turn) Is a spell Description: Fires a Magic Missile that does 117 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training Token0.1 tome scroll [Plot Item] Arcane Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
Surefire Surefire4.0 T1 longbow 2H weapon Reqs Shoot [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 151% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
elm longbow 'Blastwedge' elm longbow 'Blastwedge'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Ranged+ +11 cold On Hit.r1 +4 lightning While equipped: Stats +2 Dex +4 Wil +3 Cun +2 Con dps ---------- Dmg.mod +6% lightning +15% cold ----- def ----- Resists +15% lightning Longbows are used to shoot arrows at your foes. |
Oozing Heart (17-18.7 power, 25 apr, nature slow damage) Oozing Heart (17-18.7 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 20% Cun Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+6 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 63.79 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
poisoned steel ritual blade (9-11.7 power, 6 apr) poisoned steel ritual blade (9-11.7 power, 6 apr)1.0 T2 ritual blade 1H weapon [Ego] Arcane Power 9.0 - 11.7 Physical Uses 45% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +4.0% Atk.spd 100% Dmg.conv 9% nature While equipped: dps ---------- Spell.crit +4% Dmg.mod +9% nature Sharp, short and deadly. |
ash magestaff (15-18 power, 3 apr, cold element) ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Thunderrage (1 def, 0 armour) Thunderrage (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +2 (+1 eff.) Dmg.mod +9% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe (0 def, 0 armour) focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +6 Wil ---------- misc Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Arthiyon' (0 def, 3 armour) pair of hardened leather boots 'Arthiyon' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Mind.crit +3% Spell.pwr +5 (+2 eff.) Dmg.mod +7% acid +7% blight ----- def ----- Armour +3 Fatigue +3% Resists +6% mind Mind.save +10 (+5 eff.) Disease- +30% ---------- misc Psi/m.crit +2.00 On Mind Hit: 10% Slime Spit 1 A pair of boots made of leather. |
Titanic (20 def, 18 armour, 320 block) Titanic (20 def, 18 armour, 320 block)7.0 T3 shield armor [Unique] Master While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+10 eff.) Rng.Def +10 (+5 eff.) Fatigue +30% ---------- misc Talents +4 Block This shield made of the darkest stralite is huge, heavy and very solid. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Secondary Damage Type: Darkness + reduce damage by 20% for 5 turns Gems can be sold for money or used in arcane rituals. |
107 alchemist agate 107 alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue 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: Lightning Secondary Damage Type: Lightning + Daze for 5 turns Gems can be sold for money or used in arcane rituals. |
Fossicker's Chisel (dig speed 50 turns) Fossicker's Chisel (dig speed 50 turns)3.0 T3 digger tool [Unique] Master While equipped: dps ---------- Phys.crit +12.0% ---------- misc Masteries +0.20 Spell/Stone alchemy +0.20 Wild-gift/Minerals While carried: ---------- misc Talents +1 Dig A small chisel, used by those looking for gems. |
Nerenne (dig speed 38 turns) Nerenne (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +6 Str +1 Con dps ---------- Crit.mult +3.00% Dmg.mod +9% acid Melee Ret 12 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
jade jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+10 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+10 eff.) Latent Damage Type: Acid Secondary Damage Type: Acid + Disarm for 2 turns Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
carnelian carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Secondary Damage Type: Burning Shock (stun) for 5 turns Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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. |
Transmogrification Chest 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. |
3 geode 3 geode0.0 T3 stone gem [Normal] While equipped: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Item imbue powers: HP.reg +1.50 Heal.mod +10% Stam/turn +0.60 Mana/turn +0.60 Psi/turn +0.60 Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Secondary Damage Type: Gravity Gems can be sold for money or used in arcane rituals. |
Doursting of the Blightspawn [power 27] (20 cooldown) Doursting of the Blightspawn [power 27] (20 cooldown)2.0 T1 torque charm [Random Unique] Psionic While equipped: dps ---------- On Melee Ret: * 23% chance to disease * 21% chance to inflict 15% damage reduction ---------- misc Psi/m.crit +3.00 Psi/kill +6.00 Telepathy Humanoid/Orc Talents +3 Telekinetic Blast Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Secondary Damage Type: Arcane + silence for 5 turns Gems can be sold for money or used in arcane rituals. |
Flameseam the elm wand of trap destruction [power 21] (15 cooldown) Flameseam the elm wand of trap destruction [power 21] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Dmg.mod +4% all ----- def ----- Resists +12% fire Crit.dmg- 15.00% ---------- misc Light +2 Disarm traps (21 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 opal 2 opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Secondary Damage Type: Cold + Freeze for 5 turns Gems can be sold for money or used in arcane rituals. |
2 tiger's eye 2 tiger's eye0.0 T3 yellow gem [Normal] While equipped: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Item imbue powers: Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
topaz topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Secondary Damage Type: Light + blind for 5 turns Gems can be sold for money or used in arcane rituals. |
Achievements
By T-Pose the Ogre Writhing One level 17
15th Haze 122nd year of Ascendancy at 01:50 see stats
By T-Pose the Ogre Writhing One level 16
2nd Haze 122nd year of Ascendancy at 14:52 see stats
By T-Pose the Ogre Writhing One level 10
26th Dusk 122nd year of Ascendancy at 20:57 see stats
By T-Pose the Ogre Writhing One level 17
14th Haze 122nd year of Ascendancy at 07:05 see stats
By T-Pose the Ogre Writhing One level 5
79th Pyre 122nd year of Ascendancy at 07:02 see stats
By T-Pose the Ogre Writhing One level 5
77th Pyre 122nd year of Ascendancy at 16:29 see stats
By T-Pose the Ogre Writhing One level 16
2nd Haze 122nd year of Ascendancy at 16:32 see stats
Log
Blight Poison from Carrion worm mass hits Orc blood mage for 14 blight damage.
Decrepitude Disease from Worm that walks (servant of T-Pose) hits Salykira the grizzly bear for 8 blight damage.
Tentacle Constriction from T-Pose hits Orc blood mage for 22 darkness, 4 blight (26 total damage).
T-Pose receives 2 healing from Orc blood mage.
T-Pose is not dazed anymore.
Deadly Poison from Salykira the grizzly bear hits T-Pose for 15 nature damage.
Numbing Poison from Poison gas trap hits T-Pose for 19 nature damage.
Poison from Poison gas trap hits T-Pose for 19 nature damage.
T-Pose deactivates Constrict.
Orc blood mage is free from the tentacle constriction.
T-Pose uses Nature's Touch.
T-Pose receives 133 healing.
Orc blood mage is no longer inspired.
Orc blood mage casts Soul Rot.
Salykira the grizzly bear stops bleeding.
Blight Poison from Carrion worm mass hits Orc blood mage for 14 blight damage.
Decrepitude Disease from Worm that walks (servant of T-Pose) hits Salykira the grizzly bear for 8 blight damage.
Orc blood mage's Soul Rot hits T-Pose for 137 blight damage.
Deadly Poison from Salykira the grizzly bear hits T-Pose for 15 nature damage.
T-Pose the level 18 ogre writhing one was slimed to death by Salykira the grizzly bear on level 4 of Hettorab.
T-Pose deactivates Chaos Orbs.
T-Pose is no longer poisoned.
T-Pose no longer seems to be in sync with his ally.
T-Pose deactivates Ruin.
T-Pose deactivates Chant of Fortress.
T-Pose stops being poisoned.
T-Pose is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.