











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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.
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 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 |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Cursed |
Level / Exp | 26 / 53% |
Size | medium |
Lifes / Deaths | Killed by Chronolith Clone at level 20 on the 4th Dusk 122nd year of Ascendancy at 14:46 0 / 7Killed by snow giant boulder thrower at level 20 on the 4th Dusk 122nd year of Ascendancy at 19:16 Killed by armoured skeleton warrior at level 25 on the 59th Dusk 122nd year of Ascendancy at 23:48 Killed by ghast at level 25 on the 60th Dusk 122nd year of Ascendancy at 01:58 Killed by elven cultist at level 26 on the 67th Dusk 122nd year of Ascendancy at 16:05 Killed by Emelora the elven cultist at level 26 on the 67th Dusk 122nd year of Ascendancy at 19:19 Killed by Emelora the elven cultist at level 26 on the 67th Dusk 122nd year of Ascendancy at 20:39 |
Primary Stats
Strength | 75 (base 57) |
Dexterity | 27 (base 10) |
Constitution | 18 (base 10) |
Magic | 17 (base 10) |
Willpower | 70 (base 50) |
Cunning | 29 (base 10) |
Resources
Life | -124/766 |
Hate | 100/100 |
Healing Factor | 1.4307214745539 |
Regeneration | 1.5022575482815 |
Speed
Mental | +10% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Invisible | 9 |
Offense: Mainhand
Damage | 159 |
Accuracy | 45 |
Crit Chance | 18% |
APR | 15 |
Speed | 0.91 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 17 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 59 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Acid | +13% |
Light | +12% |
Darkness | +3% |
Physical | +18% |
Lightning | +6% |
All | 0% |
Offense: Damage Penetration
Cold | +20% |
Arcane | +25% |
Fire | +25% |
Mind | +10% |
Defense: Base
Armour (hardiness) | 44.08934837382 (81.151787968034%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 8 |
Physical Save | 30 |
Spell Save | 32 |
Mental Save | 27 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 14%( 70%) |
Arcane | + 7%( 70%) |
Cold | + 34%( 70%) |
All | + 2%( 70%) |
Lightning | + 26%( 70%) |
Light | + 28%( 70%) |
Mind | + 34%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 29%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Stun Resistance | 18% |
Pinning Resistance | 56% |
Bleed Resistance | 20% |
Confusion Resistance | 18% |
Fear Resistance | 18% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 72% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 cold, 5 mind, 3 fire |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 191 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.50 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Cursed / Strife | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Slaughter | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Cursed / Fears | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by brown bear. Escort: injured seer (level 3 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by rattlesnake. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Lck +5 Dex dps ---------- Res.pen +25% arcane Apr +3 ----- def ----- Armour +9 Resists +5% arcane Phys.save +3 (+1 eff.) Stealth +9 ---------- misc Max.stam +20.00 Curse of Nightmares A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Defense +2 (+1 eff.) Resists +19% acid +3% light +3% darkness Max.HP +60.00 Cut- +20% Disarm- +20% ---------- misc Light +3 Curse of Nightmares A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +4 Mag +2 Cun dps ---------- Phys.pwr +9 (+2 eff.) ----- def ----- Armour +2 Resists +9% blight ---------- misc Light +1 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 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. |
On fingers | ![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con dps ---------- Dmg.mod +12% light +6% lightning Res.pen +25% fire ----- def ----- Resists +24% light +6% fire Spell.save +14 (+7 eff.) Max.HP +27.00 Disarm- +38% Pinning- +36% Knockbk- +32% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +26.00 Disarm- +22% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +1 Dex dps ---------- Phys.pwr +36 (+9 eff.) Phys.spd +10% Dmg.mod +3% darkness +6% physical ----- def ----- Resists +3% fire ---------- misc Max.stam +30.00 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+6 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% (cooling down: 27 turns) Curse of Corpses Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Armour +4 Resists +9% acid +12% fire +3% mind HP.reg +0.80 Heal.mod +12% ---------- misc Equi/ret +0.12 Curse of Nightmares A belt that goes around your waist. |
In off hand | ![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 31.5 - 37.8 Physical Uses 40% Wil, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +72 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +7% acid +7% fire +7% lightning +6% cold ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Res.pen +20% cold ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +9% cold Crit.chn- 15.00% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +10 (+5 eff.) Resists +18% cold +18% darkness +18% nature Heal.mod +25% ---------- misc Cooldown Gift of the Woods -5 Curse of Corpses Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 53 then cleanse 1 wound, poison, and disease effect. 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 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution 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 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 121 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell 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 430.00 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 227.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed 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 117 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Defense +5 (+2 eff.) Resists +15% lightning +1% physical +3% mind Silence- +10% Confus- +20% Stun/Frz- +23% Knockbk- +10% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Defense +6 (+3 eff.) Resists +10% blight Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 32.0 - 48.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Normal] Power 14.0 - 21.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Nightmares Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 14.0 - 21.0 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 light Against +7% Undead Curse of Misfortune Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon Reqs Mag 24 [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 40% Wil, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+5 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Misfortune Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 35 [Normal] Power 30.0 - 39.0 Physical Uses 40% Wil, 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Curse of Corpses Sharp, short and deadly. |
![]() 5.0 T4 greatmaul 2H weapon [Ego++] Master/Psionic Power 52.5 - 78.8 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +12% physical Acc +12 (+4 eff.) Apr +10 Curse of Madness Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Nature Power 34.5 - 55.2 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 nature Curse of Madness Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Nature/Master Power 34.0 - 54.4 Physical Uses 40% Wil, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +9 lightning +9 cold While equipped: dps ---------- Mov.spd +31% Res.pen +12% lightning +12% cold ----- def ----- Disease- +15% Curse of Madness Massive two-handed swords. It was changed by the digestive sack. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Curse of Shrouds Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 19 acid damage in a 4 radius ball. This damage will increase by 12% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) Curse of Misfortune An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
![]() 3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +11 nature On Crit: * Wound the target dealing 257 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Phys.pwr +15 (+4 eff.) Res.pen +9% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +6% light +6% blight Disarm- +18% Curse of Nightmares Blunt and deadly. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +13.00% Spell.pwr +9 (+6 eff.) Dmg.mod +20% arcane ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 64.70 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 40% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.pwr +3 (+1 eff.) Apr +1 Melee Ret 2 fire ----- def ----- Resists +3% light +9% fire Spell.save +5 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 Size +1 Curse of Madness A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +5 Infravis +3 Curse of Corpses A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Curse of Shrouds Black fires born of a blackened heart. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) Curse of Corpses 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] Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +3 ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Curse of Corpses Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +1 Curse of Corpses 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] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 Curse of Corpses A pair of boots made of leather. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares These gloves are coated with a thick, green liquid. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+7 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. Curse of Corpses This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Dmg.mod +3% acid ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +6% cold Mind.save +6 (+3 eff.) ---------- misc Hate/m.crit +2.00 Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% Res.pen +10% mind ----- def ----- Armour +1 Fatigue +1% Spell.save +9 (+5 eff.) ---------- misc Max.hate +2.00 Curse of Misfortune A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T1 head armor [Ego] Nature/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Defense +1 (+0 eff.) Resists +5% lightning +6% temporal +11% mind Curse of Madness A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex ----- def ----- Armour +4 Fatigue +4% Resists +12% light +12% darkness Curse of Nightmares A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Str +2 Dex +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +5% Curse of Madness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 Curse of Nightmares A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Curse of Corpses Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 25.5 - 35.7 Physical Uses 40% Wil, 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Corpses The barkwood of Wrathroot, made into roughly the shape of a shield. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 40% Wil, 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 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 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 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 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 334.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 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 30 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 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. |
![]() 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 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+9 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
![]() 0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
![]() 5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
![]() 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. |
![]() 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 Ozzy the Thalore Cursed level 24
35th Dusk 122nd year of Ascendancy at 15:43 see stats
By Ozzy the Thalore Cursed level 25
56th Dusk 122nd year of Ascendancy at 16:35 see stats
By Ozzy the Thalore Cursed level 21
8th Dusk 122nd year of Ascendancy at 03:42 see stats
By Ozzy the Thalore Cursed level 25
59th Dusk 122nd year of Ascendancy at 18:45 see stats
By Ozzy the Thalore Cursed level 24
35th Dusk 122nd year of Ascendancy at 15:06 see stats
By Ozzy the Thalore Cursed level 10
6th Mirth 122nd year of Ascendancy at 13:00 see stats
By Ozzy the Thalore Cursed level 20
4th Dusk 122nd year of Ascendancy at 13:55 see stats
By Ozzy the Thalore Cursed level 25
66th Dusk 122nd year of Ascendancy at 21:18 see stats
By Ozzy the Thalore Cursed level 8
3rd Mirth 122nd year of Ascendancy at 11:34 see stats
By Ozzy the Thalore Cursed level 24
35th Dusk 122nd year of Ascendancy at 15:43 see stats
By Ozzy the Thalore Cursed level 22
32nd Dusk 122nd year of Ascendancy at 11:51 see stats
By Ozzy the Thalore Cursed level 20
5th Dusk 122nd year of Ascendancy at 02:47 see stats
Log
Mindrot hits Elven cultist for 6 mind, 4 darkness (11 total damage).
Elven cultist's Soul Rot hits Ozzy for (43 rampage shugs off), 97 blight (97 total damage).
Weakness Disease from Elven cultist hits Ozzy for 33 blight damage.
Entropic Gift from Emelora the elven cultist hits Ozzy for (19 rampage shugs off), 0 temporal, (19 rampage shugs off), 0 darkness (0 total damage).
Ozzy is confused and fails to use Frenzy.
Emelora the elven cultist misses Ozzy.
A void star appears around Emelora the elven cultist.
Ozzy is no longer rampaging.
Emelora the elven cultist moves reluctantly!
Mindrot hits Emelora the elven cultist for (7 absorbed), 0 mind, (6 absorbed), 0 darkness (0 total damage).
Mindrot hits Elven cultist for 7 mind, 5 darkness (11 total damage).
Weakness Disease from Elven cultist hits Ozzy for (5 rampage shugs off), 28 blight (28 total damage).
Entropic Gift from Emelora the elven cultist hits Ozzy for 15 temporal, 24 darkness (39 total damage).
Ozzy casts Rune: Prismatic.
Ozzy summons a prismatic shield for protection!
Elven cultist casts Drain.
Ozzy begins rampaging!
Elven cultist hits Ozzy for (46 rampage shugs off), 55 blight (55 total damage).
Ozzy has shrugged off 46 damage and is ready for more.
Elven cultist is weakened by the gloom.
Mindrot hits Emelora the elven cultist for (7 absorbed), 0 mind, (6 absorbed), 0 darkness (0 total damage).
Mindrot hits Elven cultist for 7 mind, 5 darkness (12 total damage).
Weakness Disease from Elven cultist hits Ozzy for 27 blight damage.
Entropic Gift from Emelora the elven cultist hits Ozzy for 19 temporal, 23 darkness (42 total damage).
Emelora the elven cultist casts Soul Rot.
Emelora the elven cultist's spell attains critical power!
Emelora the elven cultist's Soul Rot hits Ozzy for (46 rampage shugs off), 386 blight (386 total damage).
Ozzy the level 26 thalore cursed was diseased to death by Emelora the elven cultist on level 3 of Dark crypt.