











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
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 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 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:
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 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 | Cornac |
| Class | Doomed |
| Level / Exp | 17 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by forest wight at level 17 on the 60th Dusk 122nd year of Ascendancy at 15:36 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 45 (base 44) |
| Cunning | 49 (base 36) |
Resources
| Life | -153/262 |
| Hate | 86/100 |
| Healing Factor | 0.78013536529462 |
| Regeneration | 2.5354399372075 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 17 |
| Accuracy | 29 |
| Crit Chance | 16% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 16 |
| Accuracy | 29 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 5.5 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +4% |
| Acid | +3% |
| Mind | +17% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
| Acid | +30% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 11 |
| Spell Save | 23 |
| Mental Save | 28 |
Defense: Resistances
| Lightning | + 9%( 70%) |
| Acid | + 18%( 70%) |
| Light | + 14%( 70%) |
| Darkness | + 8%( 70%) |
| Mind | + 8%( 70%) |
| Physical | + 5%( 70%) |
| Fire | + 15%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Stun Resistance | 81% |
| Confusion Resistance | 41% |
| Fear Resistance | 41% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 41% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 227 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 453% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of mysticism. 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 vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed hummerhorn wing. * You've found the needed warg claw. | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Sparkwasp the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% ----- def ----- Armour +1 Resists +6% lightning +2% physical ---------- misc Stam/turn +0.40 Max.stam +13.00 Infravis +3 A pair of boots made of leather. |
| Light source | bright brass lantern of the zealot2.0 T1 lite [Ego+] Disrupt/Master While equipped: ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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 | Xeraseth (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Cun +1 Wil dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.08 A cap made of leather. |
| On hands | psychic's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Psionic While equipped: dps ---------- Melee+ 6 mind Dmg.mod +4% mind ----- def ----- Armour +1 Resists +5% mind 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. |
| Tool | ash totem of summon tentacle 'Kindleimmortal' [power 165] (22/25 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +10% light +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 340 Base Damage: 175 Armor: 4 All Resist: 6 Puts all charms on 25 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | horrifying thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 6 mind 7 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% Resists +5% light +5% darkness ---------- misc Max.enc +20 A belt that goes around your waist. |
| In off hand | creative vined mindstar (6-7 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Chartouch (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Mag +2 Con dps ---------- Res.pen +10% acid ----- def ----- Defense +1 (+0 eff.) Resists +12% fire ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Deepsrigor the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid Res.pen +20% acid Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +15% acid A suit of armour made of leather. |
Inventory
wild infusion of the duelist (res 18%; mental; dur 3; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
blink rune of the psychic (range 5; phase 17; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 59; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 59.00 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the psychic (damage 159; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 159.00 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 248; dur 4; cd 17)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 create a protective shield absorbing at most 248 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 185; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 185; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 185 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
warrior's copper amulet of mastery (0.13 Cursed / One with shadows)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.13 Cursed/One with shadows Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +5 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
marksman's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% nature Acc +6 (+6 eff.) ----- def ----- Resists +20% nature Rings make your fingers look great! |
savage's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +11 (+6 eff.) ---------- misc Max.stam +15.00 Rings make your fingers look great! |
steel ring 'Ce'Nydhenor'0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal Max.HP +43.00 HP.reg +2.00 Disarm- +45% Pinning- +51% Stun/Frz- +21% Knockbk- +44% ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
steel greatmaul of daylight (31-46 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +16% Undead Massive two-handed mauls. |
steel mace (12-18 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
truestriking steel mace of crippling (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Ego++] Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Res.pen +6% physical Acc +5 (+5 eff.) Apr +5 Blunt and deadly. |
flaming iron waraxe of the mystic (12-16 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.pwr +5 (+2 eff.) One-handed war axes. |
Oakqueen the dwarven-steel waraxe (20-27 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.5% Atk.spd 100% On Crit.r2 +8 fire While equipped: dps ---------- Res.pen +15% physical Acc +10 (+9 eff.) ----- def ----- Defense +8 (+4 eff.) Resists +6% nature +1% physical Disarm- +27% ---------- misc Stam/turn +3.00 One-handed war axes. |
steel dagger of the mystic (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 14.0 - 18.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.pwr +6 (+3 eff.) Sharp, short and deadly. |
gifted vined mindstar of venom (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Melee+ 6 acid Dmg.mod +4% acid Res.pen +4% acid ----- def ----- Resists +4% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious vined mindstar (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +2% nature ----- def ----- Resists +2% nature ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of frost (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 6 cold Dmg.mod +6% cold Res.pen +4% cold ----- def ----- Armour +7 Resists +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Cyrida' (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 7.5 - 8.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 4 mind 3 darkness Dmg.mod +4% mind +5% darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 29 ----- def ----- Resists +6% light +15% acid Poison- +20% Disease- +10% Confus- +10% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
reinforced steel steamsaw of resilience (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Defense +4 (+2 eff.) Fatigue +6% Max.HP +40.00 ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
steel steamsaw of crippling (13-20 power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 13.0 - 19.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +22 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Uses 1.0 Steam While equipped: dps ---------- Phys.crit +5.0% ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 lightning While equipped: dps ---------- Dmg.mod +12% lightning Longbows are used to shoot arrows at your foes. |
arcing quiver of yew arrows of accuracy (22/22, 30-42 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane/Master Power 30.0 - 42.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +10 Crit +2.0% Capacity 22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Arrows are used with bows to pierce your foes to death. |
self-loading pouch of steel shots of accuracy (21/21, 19-23 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane/Master Power 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 21 Rld cld 4 Shots are used with slings to pummel your foes to death. |
reinforced iron shield (0 def, 4 armour, 42 block)7.0 T1 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
acidic steel shield of temporal resistance (+11%) (0 def, 4 armour, 36 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 4 acid On Melee Ret: * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +11% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of protection (3 def, 2 armour)2.0 T2 cloth armor [Ego] Master/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +9% all Phys.save +16 (+12 eff.) Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +14 (+6 eff.) Dmg.mod +7% all ----- def ----- Resists +9% all Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
impenetrable iron mail armour of stability (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +10 (+9 eff.) A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
cleansing steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Disrupt While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +11% nature +11% blight A suit of armour made of metal plates. |
Smearbrace (0 def, 16 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% blight +10% arcane Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Armour +16 Fatigue +22% A suit of armour made of metal plates. |
cleansing rough leather belt of life1.0 T1 belt armor [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +6% acid +6% blight HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
rough leather belt of resilience1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +33.00 A belt that goes around your waist. |
linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
blood-soaked pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+3 eff.) Apr +4 ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
pair of rough leather boots of rushing (0 def, 1 armour)2.0 T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 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. A pair of boots made of leather. |
pair of iron boots 'Floehue' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% cold Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +7% temporal +3% light +3% cold +5% arcane Phys.save +12 (+10 eff.) Mind.save +9 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +12 (+10 eff.) ----- def ----- Armour +2 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. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
piercing brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +5% all Apr +6 ----- def ----- Max.HP +40.00 ---------- misc Light +4 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 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 37.62 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 37.62 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe of endurance (dig speed 31 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
overpowered steel torque of mindblast [power 235] (22/21 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 275 mind damage and silencing them for 4 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of clear mind [power 2] (22/25 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of clear mind 'Hedor' [power 2] (22/25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% blight Res.pen +5% blight Acc +15 (+12 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Phys.save +6 (+6 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Pusjustice the elm totem of stinging [power 116] (22/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% cold Melee Ret 6 mind On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +6% mind Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 146] (22/20 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 146 Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Aeryta [power 116] (22/20 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Phys.pwr +5 (+4 eff.) Acc +5 (+5 eff.) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Armedulen the elm wand of lightning storm [power 116] (22/15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Str +3 Con dps ---------- Dmg.mod +9% blight ---------- misc See.Invis +9 Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive elm wand of conjuration [power 105] (22/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 108 acid damage Puts all charms on 15 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding [power 176] (22/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Darktralose the Cornac Doomed level 15
36th Dusk 122nd year of Ascendancy at 23:06 see stats
Level 10 (Roguelike)
Got a character to level 10.By Darktralose the Cornac Doomed level 10
2nd Summertide 122nd year of Ascendancy at 22:59 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Darktralose the Cornac Doomed level 8
8th Mirth 122nd year of Ascendancy at 06:14 see stats
Log
Bandit lord hits Darktralose for (6 gestured), (15 deflected), 21 physical, (1 gestured), 17 physical, 0 arcane (38 total damage).
Giant blue ant misses Darktralose.
Forest wight misses Darktralose.
Darktralose's creeping dark hits Giant blue ant for 22 darkness damage.
Darktralose points his ash totem of summon tentacle 'Kindleimmortal' at rogue, releasing a writhing tentacle!
Darktralose activates his ash totem of summon tentacle 'Kindleimmortal'!
Shadow casts Phase Door.
Shadow casts Phase Door.
Rogue uses Infusion: Wild.
Rogue lessens the pain.
Bandit performs a melee critical strike against Darktralose!
Bandit performs a melee critical strike against Darktralose!
Darktralose is covered in acid!
Shadow hits Bandit for 46 physical damage.
Melee retaliation hits Bandit for 3 lightning, 3 lightning (5 total damage).
Bandit hits Darktralose for 77 physical, 8 fire, 31 physical (116 total damage).
You have deflected 8 incoming damage!
Melee retaliation hits Rogue for 2 lightning, 2 lightning (4 total damage).
Acid Splash from Bandit hits Darktralose for 2 acid damage.
Rogue hits Darktralose for (6 gestured), (8 deflected), 19 physical, (2 gestured), 18 physical, 9 cold (46 total damage).
Shadow casts Fade.
Shadow fades!
Melee retaliation hits Bandit lord for 3 lightning, 3 lightning (5 total damage).
Bandit lord hits Shadow for 0 lightning damage.
Bandit lord hits Darktralose for 33 physical, 14 lightning, 18 physical, 0 arcane (64 total damage).
Giant blue ant misses Darktralose.
Forest wight casts Lightning.
Forest wight hits Darktralose for 65 lightning damage.
Darktralose the level 17 cornac doomed was shocked to death by a forest wight on level 1 of The Maze.
































































































