Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Thalore |
Class | Archer |
Level / Exp | 28 / 64% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 28 on the 57th Pyre 123rd year of Ascendancy at 04:19 / 1 |
Primary Stats
Strength | 85 (base 50) |
Dexterity | 88 (base 60) |
Constitution | 29 (base 10) |
Magic | 15 (base 10) |
Willpower | 21 (base 10) |
Cunning | 29 (base 13) |
Resources
Life | -123/709 |
Stamina | 141/208 |
Healing Factor | 1.1524687383468 |
Regeneration | 0.28811718458669 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 31.003878189685 |
See Invisible | 32.003878189685 |
Offense: Mainhand
Damage | 150 |
Accuracy | 56 |
Crit Chance | 10% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Light | +31% |
Darkness | +3% |
Fire | +15% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 20 (69.687909656376%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 41 |
Spell Save | 12 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 24%( 70%) |
Temporal | + 29%( 70%) |
Lightning | + 18%( 70%) |
Cold | + 10%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Knockback Resistance | 22% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
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 380 life over 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 219 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Thalore | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * You've found the needed xorn fragment. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed honey tree root. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of faeros ash. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling eyeball. * You've found the needed vial of fire wyrm saliva. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Max.HP +34.00 ---------- misc Stam/turn +0.40 Disengage: Puts all charms on 10 cooldown Level 1.0 Pwr.cost 10 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 100% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T3 arrow ammo [Ego] Nature/Master Power 154% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 21 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 174 physical damage Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) ----- def ----- Armour +2 Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
On head | ![]() 2.0 T1 head armor [Ego++] Master While equipped: Stats +2 Str +3 Dex +3 Cun dps ---------- Apr +5 ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 218.7 Physical damage. If the attack hits, the target is confused (44% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: Stats +2 Wil dps ---------- Mind.pwr +20 (+9 eff.) ----- def ----- Mind.save +18 (+6 eff.) Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 44% for 2 turns. 100% to increase all damage by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Str +2 Mag +6 Con dps ---------- Phys.pwr +7 (+1 eff.) Melee+ 10 light Ranged+ 16 light Dmg.mod +10% light Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +12% lightning +9% fire +3% darkness Acc +10 (+2 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +12% lightning +3% darkness Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light +6% fire Res.pen +5% cold Melee Ret 2 light ----- def ----- Defense +9 (+3 eff.) Resists +3% cold Stealth +6 ---------- misc Light +3 A belt that goes around your waist. |
In main hand | ![]() 4.0 T3 longbow 2H weapon [Ego+] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +12 Con +8 Wil dps ---------- Phys.crit +2.0% Acc +11 (+3 eff.) ----- def ----- Max.HP +101.00 Longbows are used to shoot arrows at your foes. |
On hands | ![]() 1.0 T4 hands armor [Rare] Master While equipped: Stats +11 Str +6 Dex +6 Cun dps ---------- Dmg.mod +12% light Res.pen +5% temporal ----- def ----- Armour +3 Phys.save +15 (+5 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 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. |
Main armor | ![]() 9.0 T3 light armor [Ego++] Master/Psionic While equipped: Stats +4 Str +5 Dex +2 Cun ----- def ----- Armour +10 Defense +22 (+6 eff.) Fatigue +8% Phys.save +9 (+3 eff.) Mind.save +13 (+4 eff.) A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+1 eff.) Resists +15% darkness +13% temporal Def/telep +16 Res/telep +12% Dur/telep +15% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% temporal Pinning- +20% Knockbk- +22% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 35 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -519 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1037 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 664% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 234.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+11 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Technique/Marksmanship Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +25% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% lightning Stun/Frz- +23% ---------- misc Masteries +0.12 Celestial/Chants Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +6 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Unseen.red 10% ---------- misc Masteries +0.13 Technique/Mobility +0.13 Cunning/Poisons Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +9% cold Melee Ret 10 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% lightning +6% cold +9% temporal Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 33 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+7 eff.) Mind.save +13 (+4 eff.) Confus- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Resists +24% acid Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +8.00 Heal.mod +10% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +12% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Confus- +25% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Confus- +23% Rings make your fingers look great! |
![]() 4.0 T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Epidemic 1 On Hit: 25% Cyst Burst 1 While equipped: dps ---------- Spell.pwr +10 (+7 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
![]() 4.0 T2 longbow 2H weapon [Ego++] Arcane/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Dmg.mod +15% physical +17% temporal Res.pen +9% physical +9% temporal +9% all Acc +17 (+4 eff.) Apr +11 ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 9 While equipped: dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +23% One-handed war axes. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: dps ---------- Crit.mult +13.00% Acc +10 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +11% darkness +12% temporal Phys.save +7 (+2 eff.) Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 7 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Rare] Master While equipped: dps ---------- Res.pen +25% cold Melee Ret 10 light ----- def ----- Armour +4 Defense +4 (+1 eff.) Resists +11% all Phys.save +19 (+6 eff.) ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Resists +6% lightning +12% temporal +9% acid Die.at -20.00 life HP.reg +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +2 Cun +3 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+1 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Rush: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 Silence- +38% Confus- +21% Stun/Frz- +31% Disengage: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Acc +27 (+7 eff.) Melee Ret 4 nature ----- def ----- Armour +10 Fatigue +3% Phys.save +11 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +29% ---------- misc Max.stam +30.00 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. |
![]() 1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +6 (+5 eff.) Melee+ 3 acid 5 fire 6 cold 5 arcane 5 lightning Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +3% arcane 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. |
![]() 1.0 T4 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 11 darkness Dmg.mod +3% darkness +3% arcane ----- def ----- Armour +3 Resists +8% darkness 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. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+3 eff.) A cap made of leather. |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 17 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 46.51 to 139.53 lightning damage (93.02 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +41.00 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego++] Master While equipped: Stats +9 Str +4 Dex ----- def ----- Armour +4 Defense +8 (+2 eff.) Fatigue +7% Resists +12% darkness +7% physical Phys.save +6 (+2 eff.) ---------- misc Light +1 Track: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +6 Defense +18 (+5 eff.) Fatigue +8% Resists +7% physical Phys.save +10 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 5 fire ----- def ----- Armour +17 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +9% cold +11% fire +13% physical ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +4 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +7% Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+7 eff.) Mind.pwr +13 (+6 eff.) ----- def ----- Armour +11 Fatigue +22% Resists +10% lightning +11% light +12% darkness A suit of armour made of metal plates. |
![]() 3.0 T2 arrow ammo [Rare] Nature Power 121% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Ranged+ +20 cold On Hit.r1 +8 cold On Crit.r2 +12 mind On Hit: * 20% chance to reduce all saves and defense by 22 * 20% chance to create vines that bind the target to the ground dealing 132 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 17 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 60.13 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 60.13 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 26 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +1 Con ----- def ----- Resists +7% blight +3% all Spell.save +8 (+8 eff.) HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 20 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 130 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. |
![]() 2.0 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. |
![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 10 cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 11, power 41 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 10 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Atmak the Thalore Archer level 14
10th Haze 122nd year of Ascendancy at 06:29 see stats
By Atmak the Thalore Archer level 14
1st Haze 122nd year of Ascendancy at 02:11 see stats
By Atmak the Thalore Archer level 18
40th Haze 122nd year of Ascendancy at 20:15 see stats
By Atmak the Thalore Archer level 10
9th Mirth 122nd year of Ascendancy at 20:30 see stats
By Atmak the Thalore Archer level 20
44th Haze 122nd year of Ascendancy at 04:18 see stats
By Atmak the Thalore Archer level 20
4th Regrowth 123rd year of Ascendancy at 06:59 see stats
By Atmak the Thalore Archer level 26
38th Pyre 123rd year of Ascendancy at 02:50 see stats
By Atmak the Thalore Archer level 23
15th Pyre 123rd year of Ascendancy at 10:43 see stats
By Atmak the Thalore Archer level 10
9th Flare 122nd year of Ascendancy at 14:33 see stats
By Atmak the Thalore Archer level 21
27th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Atmak the Thalore Archer level 8
5th Mirth 122nd year of Ascendancy at 14:40 see stats
By Atmak the Thalore Archer level 20
26th Regrowth 123rd year of Ascendancy at 12:57 see stats
By Atmak the Thalore Archer level 28
50th Pyre 123rd year of Ascendancy at 18:19 see stats
By Atmak the Thalore Archer level 18
41st Haze 122nd year of Ascendancy at 13:11 see stats
Log
Grand Corruptor is no longer pinned.
Grand Corruptor is not silenced anymore.
Grand Corruptor casts Life Tap.
Grand Corruptor looks healthier as he deals damage.
Bleeding from Atmak hits Grand Corruptor for 33 physical damage.
Grand Corruptor casts Blood Spray.
Grand Corruptor's spell attains critical power!
Atmak is afflicted by a rotting disease!
Atmak reacts to damage from Grand Corruptor, mitigating the blow!.
Grand Corruptor hits Atmak for (51 reacted , -5 stam), (106 absorbed), 0 blight (0 total damage).
Your shield crumbles under the damage!
The shield around Atmak crumbles.
Rotting Disease from Grand Corruptor hits Atmak for (7 absorbed), 43 blight (43 total damage).
Grand Corruptor receives 4 healing from Life Tap.
Grand Corruptor casts Blood Boil.
Grand Corruptor's spell attains critical power!
Atmak is free from the rotting disease.
Atmak reacts to damage from Grand Corruptor, mitigating the blow!.
Atmak is afflicted by a decrepitude disease!
Atmak slows down.
Bleeding from Atmak hits Grand Corruptor for 33 physical damage.
Grand Corruptor hits Atmak for (81 reacted , -5 stam), 167 blight (167 total damage).
Grand Corruptor receives 53 healing.
Talent Steady Shot is ready to use.
Decrepitude Disease from Grand Corruptor hits Atmak for 57 blight damage.
Bleeding from Atmak hits Grand Corruptor for 33 physical damage.
Decrepitude Disease from Grand Corruptor hits Atmak for 57 blight damage.
Atmak the level 28 thalore archer was infected to death by Grand Corruptor on level 2 of Mark of the Spellblaze.