











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 21 / 61% |
| Size | huge |
| Lifes / Deaths | Killed by cold drake hatchling at level 7 on the 10th Mirth 122nd year of Ascendancy at 03:04 0 / 6Killed by Isarianne the Rogue's mucus ooze at level 18 on the 64th Haze 122nd year of Ascendancy at 10:06 Killed by Assassin Lord at level 18 on the 64th Haze 122nd year of Ascendancy at 17:47 Killed by Liselrarin the snow giant at level 21 on the 8th Regrowth 123rd year of Ascendancy at 07:27 Killed by Urkis, the High Tempest at level 21 on the 10th Regrowth 123rd year of Ascendancy at 05:24 Killed by what a terrible class to be a cursed at level 21 on the 10th Regrowth 123rd year of Ascendancy at 05:29 |
Primary Stats
| Strength | 69 (base 50) |
| Dexterity | 20 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 56 (base 45) |
| Cunning | 26 (base 10) |
Resources
| Life | 654/654 |
| Hate | 108/108 |
| Equilibrium | 0 |
| Healing Factor | 1.1024166372473 |
| Regeneration | 2.4804374338064 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 9 |
| See Invisible | 14 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 45 |
| Crit Chance | 11% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Light | +6% |
| Nature | +5% |
| Acid | +3% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 39.699232954414 (85.404685247777%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 29 |
| Physical Save | 36 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Physical | 0%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 32% |
| Knockback Resistance | 28% |
| Confusion Resistance | 28% |
| Fear Resistance | 28% |
| Stun Resistance | 28% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
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 360 life over 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 288 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 108 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.50 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved talent Psiblades (+1 level(s)). | done |
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 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 lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. 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 snow giant kidney. * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Radiancequeller' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Str +2 Mag +3 Wil +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +3% light ---------- misc Infravis +2 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Halutolen (18/18, 27-38 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 27.0 - 37.8 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 18 Proj.spd +400% Ranged+ +12 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 181 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 158 physical damage On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Polovea'2.0 T1 lite [Rare] Master While equipped: dps ---------- Melee Ret 2 acid ----- def ----- Max.HP +80.00 HP.reg +2.00 ---------- misc Light +5 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ivolramina the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% acid Res.pen +5% acid On Hit (Melee): * 20% chance to reduce all saves and defense by 28 ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +6% fire +6% cold ---------- misc Max.hate +8.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's steel ring of sensing0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
| On fingers | psionicist's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Mind.save +4 (+2 eff.) Rings make your fingers look great! |
| Around waist | noble's rough leather belt of the giants1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +2 (+0 eff.) Against +17% Summoned ----- def ----- D.Red.from +15% Summoned Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | balanced dwarven-steel battleaxe (Shrouds) (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 31.0 - 46.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +32% Curse of Shrouds Massive two-handed battleaxes. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | Bokynarineg (Corpses) (0 def, 21 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Wil dps ---------- Mind.crit +1% Mind.pwr +10 (+4 eff.) ----- def ----- Armour +21 Fatigue +22% Resists +9% temporal Phys.save +15 (+6 eff.) Curse of Corpses A suit of armour made of metal plates. |
| Cloak | Duskraptor (Nightmares) (8 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Str +6 Dex +1 Cun +1 Con dps ---------- Dmg.mod +6% light +9% darkness ----- def ----- Defense +8 (+4 eff.) Resists +9% darkness Phys.save +7 (+4 eff.) Spell.save +8 (+4 eff.) ---------- misc Stam/turn +0.50 Masteries +0.20 Technique/Combat training Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion (heal 53; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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. |
movement infusion (speed 467%; cd 13)0.1 infusion scroll [Normal] 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 increase movement speed by 467% 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. 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 |
movement infusion of the sneak (speed 529%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 529% 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 Cunning 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 |
regeneration infusion of the duelist (heal 171; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 171 life over 5 turns. 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 |
shatter afflictions rune of the duelist (absorb 43; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of mastery (0.13 Technique / Combat training)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.13 Technique/Combat training Amulets make your neck look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Phys.save +6 (+3 eff.) Rings make your fingers look great! |
ash starstaff 'Unlightsage' (Corpses) (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +6% cold +18% darkness +15% arcane Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +7 Defense +9 (+5 eff.) Resists +9% cold ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
iron battleaxe (Nightmares) (12-19 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 12.5 - 18.8 Physical Uses 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. |
acidic steel battleaxe of projection (Misfortune) (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Curse of Misfortune Massive two-handed battleaxes. |
Bill's Tree Trunk (Shrouds) (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Curse of Shrouds Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
iron greatmaul of massacre (Nightmares) (26-40 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Curse of Nightmares Massive two-handed mauls. |
hateful iron greatsword (Shrouds) (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Psionic Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 darkness Against +7% Living Curse of Shrouds Massive two-handed swords. |
Daimodig the steel longsword (Shrouds) (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +7 (+2 eff.) Apr +6 ----- def ----- Resists +3% light +9% temporal Crit.dmg- 15.00% Max.HP +40.00 Knockbk- +20% ---------- misc Mana/s.crit +2.00 Max.mana +60.00 Curse of Shrouds Sharp, long, and deadly. |
Serpent's Glare (Shrouds) (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Shrouds Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 230.14 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar 'Velolralle' (Madness) (4-5 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% Melee+ +8 blight While equipped: dps ---------- Mind.crit +1% Crit.mult +15.00% Mind.pwr +2 (+1 eff.) Melee+ 4 mind 4 darkness Dmg.mod +3% physical +2% mind +3% darkness ----- def ----- Defense +10 (+5 eff.) ---------- misc Talents +1 Attune Mindstar Curse of Madness 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. |
Eye of Summer (Misfortune) (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Misfortune This mindstar glows with a bright warm light, but seems somehow incomplete. |
Icesnake (Misfortune) (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 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% Melee+ +16 cold While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +6% cold Res.pen +10% mind Melee Ret 10 lightning 4 cold ----- def ----- Resists +3% cold Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Curse of Misfortune 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. |
cured leather armour of clarity (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Ego] Psionic While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +7% mind Mind.save +12 (+6 eff.) Curse of Misfortune A suit of armour made of leather. |
iron mail armour (Corpses) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Curse of Corpses A suit of armour made of mail. |
Aeryranne the Sootstreak (Shrouds) (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning +3% darkness Curse of Shrouds A suit of armour made of metal plates. |
impenetrable iron plate armour (Corpses) (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +12 Fatigue +22% Curse of Corpses A suit of armour made of metal plates. |
enlightening steel plate armour of cold resistance (Madness) (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +9 Fatigue +22% Resists +15% cold Mind.save +10 (+5 eff.) Curse of Madness A suit of armour made of metal plates. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Resists +6% light +6% darkness Mind.save +6 (+3 eff.) A belt that goes around your waist. |
regal linen cloak (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Tuzor the Sparksmash (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Cun +2 Wil dps ---------- Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +5 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.psi +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 blight Dmg.mod +3% blight ----- def ----- Armour +1 Resists +5% blight 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. |
umbral rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Mardisalin the Flamevalor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +9% acid +6% temporal Res.pen +10% fire Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 18% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
13 agate0.0 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. |
5 spinel0.0 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. |
8 ametrine0.0 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. |
3 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. |
5 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. |
topaz0.0 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. |
2 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. |
206 alchemist agate0.0 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(113 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- 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. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 64% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1)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. |
focusing iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of mindblast [power 190] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 190 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 205 Base Damage: 95 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
ash totem of stinging [power 188] (15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 197 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. |
focusing ash totem of thorny skin [power 26] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 242] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter
Killed Ben Cruthdar the Cursed.By what a terrible class to be a cursed the Ogre Cursed level 13
32nd Dusk 122nd year of Ascendancy at 20:50 see stats
Earth Master
Killed Harkor'Zun.By what a terrible class to be a cursed the Ogre Cursed level 21
8th Regrowth 123rd year of Ascendancy at 18:31 see stats
Exterminator
Killed 1000 creatures.By what a terrible class to be a cursed the Ogre Cursed level 18
47th Haze 122nd year of Ascendancy at 11:51 see stats
Level 10
Got a character to level 10.By what a terrible class to be a cursed the Ogre Cursed level 10
10th Flare 122nd year of Ascendancy at 19:02 see stats
Level 20
Got a character to level 20.By what a terrible class to be a cursed the Ogre Cursed level 20
5th Allure 123rd year of Ascendancy at 08:56 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By what a terrible class to be a cursed the Ogre Cursed level 18
64th Haze 122nd year of Ascendancy at 19:24 see stats
The Arena
Unlocked Arena mode.By what a terrible class to be a cursed the Ogre Cursed level 6
5th Mirth 122nd year of Ascendancy at 18:10 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By what a terrible class to be a cursed the Ogre Cursed level 18
48th Haze 122nd year of Ascendancy at 01:50 see stats
The secret city
Discovered the truth about mages.By what a terrible class to be a cursed the Ogre Cursed level 21
7th Regrowth 123rd year of Ascendancy at 15:55 see stats
Utterly Destroyed
Died on the Eidolon Plane.By what a terrible class to be a cursed the Ogre Cursed level 21
10th Regrowth 123rd year of Ascendancy at 05:29 see stats
Log
what a terrible class to be a cursed hits Urkis, the High Tempest for (197 teleported), 161 physical (161 total damage).
what a terrible class to be a cursed hits what a terrible class to be a cursed for 197 teleported damage.
What a terrible class to be a cursed has shrugged off 31 damage and is ready for more.
Your rampage is invigorated by the intense onslaught! (+1 duration)
What a terrible class to be a cursed stops burning.
What a terrible class to be a cursed stops regenerating health quickly.
Hurricane from Urkis, the High Tempest hits what a terrible class to be a cursed for 50 lightning damage.
Mindrot hits Urkis, the High Tempest for 4 mind, 6 darkness (10 total damage).
Urkis, the High Tempest is no longer harassed.
Thunderstorm hits what a terrible class to be a cursed for (31 rampage shugs off), 8 lightning (8 total damage).
Urkis, the High Tempest notices you at the last moment!
what a terrible class to be a cursed performs a melee critical strike against Urkis, the High Tempest!
Urkis, the High Tempest's is vulnerable to attacks and effects!
what a terrible class to be a cursed hits Urkis, the High Tempest for 322 physical damage.
Urkis, the High Tempest casts Pulverizing Auger.
Urkis, the High Tempest hits what a terrible class to be a cursed for 73 physical damage.
what a terrible class to be a cursed the level 21 ogre cursed was pierced to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Urkis, the High Tempest is no longer being stalked by what a terrible class to be a cursed.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Urkis, the High Tempest killed what a terrible class to be a cursed!
Saving game...
Talent Slam is ready to use.
What a terrible class to be a cursed activates Gloom.
What a terrible class to be a cursed activates Stalk.
Saving done.
Personal New Achievement: Utterly Destroyed!










































































































