










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! 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Embers of Rage 1.7.4Official Expansion!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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 27 / 99% |
| Size | huge |
| Lifes / Deaths | Killed by Salona the skeleton warrior at level 12 on the 5th Mirth 122nd year of Ascendancy at 18:57 0 / 7Killed by Salona the skeleton warrior at level 12 on the 5th Mirth 122nd year of Ascendancy at 20:03 Killed by Yvyda the large white snake at level 12 on the 6th Mirth 122nd year of Ascendancy at 15:56 Killed by elven cultist at level 15 on the 5th Flare 122nd year of Ascendancy at 08:40 Killed by skeleton magus at level 25 on the 12nd Haze 122nd year of Ascendancy at 22:20 Killed by Cyrythra the skeleton assassin at level 26 on the 14th Haze 122nd year of Ascendancy at 01:06 Killed by Eilinoriaba the forest troll at level 27 on the 20th Haze 122nd year of Ascendancy at 00:02 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 19 (base 10) |
| Constitution | 27 (base 12) |
| Magic | 68 (base 58) |
| Willpower | 10 (base 10) |
| Cunning | 51 (base 44) |
Resources
| Life | -124/735 |
| Insanity | 42/100 |
| Healing Factor | 1.5386945338482 |
| Regeneration | 9.6168408365513 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 25 |
| Crit Chance | 19% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +12% |
| Darkness | +15% |
| Light | +15% |
| Temporal | +15% |
| Blight | +15% |
| Physical | +15% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +40% |
| Darkness | +40% |
| Fire | +35% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 31.118570152104 (51.69962066283%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 41 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Light | + 12%( 70%) |
| Nature | + 10%( 70%) |
| Cold | + 13%( 70%) |
| Lightning | + 38%( 70%) |
| Fire | + 26%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Confusion Resistance | 20% |
| Pinning Resistance | 25% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 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 87 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 55.00 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. |
| 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 507 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 510% 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 Willpower stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Rift | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Nether | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
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 |
You failed to protect the lone alchemist from death by fire drake. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by gregsters's Inner Demon. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | pair of iron boots 'Woestar' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +5 Con dps ---------- Res.pen +15% darkness Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 15.00% Phys.save +10 (+5 eff.) Mind.save +11 (+5 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Polytta (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +3 Fatigue +3% Resists +7% nature Crit.dmg- 15.00% Spell.save +5 (+2 eff.) Max.HP +64.00 Heal.mod +13% ---------- misc See.Invis +3 A cap made of leather. |
| Tool | extending dwarven-steel torque of clear mind [power 2] (25 cooldown)2.0 T3 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 the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lavaidol0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +9% light +15% fire Spell.save +12 (+4 eff.) Max.HP +24.00 Heal.mod +15% Disarm- +29% Confus- +20% Pinning- +25% Knockbk- +30% Rings make your fingers look great! |
| On fingers | sneakthief's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +41.00 HP.reg +6.00 Heal.mod +12% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: ----- def ----- Armour +4 Fatigue -20% Max.HP +100.00 Knockbk- +40% ---------- misc Max.enc +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+5 eff.) ----- def ----- Armour +2 Resists +10% lightning +10% cold Phys.save +10 (+5 eff.) Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 95.12 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Main armor | Phoenixrain (10 def, 4 armour)9.0 T2 light armor [Random Unique] Master While equipped: Stats +4 Dex dps ---------- Mov.spd +20% Dmg.mod +9% fire Res.pen +10% fire ----- def ----- Armour +4 Defense +10 (+2 eff.) Fatigue +7% Resists +15% acid +9% fire +17% lightning A suit of armour made of leather. |
| Cloak | Undeathjeer the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% nature +15% blight Res.pen +15% temporal ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Mana/turn +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Dairogrim the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Lck +4 Con dps ---------- Acc +8 (+4 eff.) ----- def ----- Defense +30 (+7 eff.) Resists +9% lightning Phys.save +13 (+6 eff.) Spell.save +14 (+5 eff.) Mind.save +11 (+5 eff.) Unseen.red 14% Die.at -40.00 life Amulets make your neck look great! |
Inventory
movement infusion of the titan (speed 624%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 624% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 13; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 102; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 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 102 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 Cunning 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 warrior (absorb 216; dur 3; 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 216 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Kilngrind0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +5 Dex +4 Cun +6 Con dps ---------- Mov.spd +10% Dmg.mod +12% fire Res.pen +15% acid On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Fatigue -6% Resists +12% temporal HP.reg +3.00 ---------- misc Stam/turn +0.70 Amulets make your neck look great! |
Murkzeal the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Cun +5 Con dps ---------- Dmg.mod +9% darkness Res.pen +15% darkness ----- def ----- Crit.dmg- 15.00% Phys.save +6 (+3 eff.) Max.HP +34.00 HP.reg +2.00 Amulets make your neck look great! |
Salybretha0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Dex +3 Mag +3 Con ---------- misc Stam/turn +3.00 Max.stam +10.00 Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +1 Mag +4 Cun +5 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.60 Mana/turn +0.10 Max.mana +32.00 Amulets make your neck look great! |
Noonwend0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% light +9% lightning Melee Ret 10 lightning ----- def ----- HP.reg +2.00 Stun/Frz- +23% ---------- misc Light +3 Rings make your fingers look great! |
rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+1 eff.) HP.reg +1.00 Stun/Frz- +24% Rings make your fingers look great! |
warrior's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% nature ----- def ----- Armour +6 Resists +22% nature Rings make your fingers look great! |
wizard's copper ring of clarity0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Max.HP +20.00 Disarm- +22% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
iron dagger 'Sleetvenom' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Nature Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +8 nature +20 cold On Hit.r1 +20 cold While equipped: dps ---------- Dmg.mod +18% fire ----- def ----- Resists +6% temporal Sharp, short and deadly. |
Zanitorach the steel mace (14-20 power, 3 apr) =7 con=3.0 T2 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +2 Mag +6 Wil +7 Con dps ---------- Spell.pwr +15 (+5 eff.) S.pwr/crit +6 Res.pen +8% all Acc +7 (+3 eff.) Apr +7 ----- def ----- Max.HP +41.00 Blunt and deadly. |
shimmering ash magestaff (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] 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 (+2 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.18 Max.mana +38.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blue-steel trident of massacre (25-40 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +9 (+2 eff.) Resists +6% blight Stealth +5 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Betybreth'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Spell.crit +1% Spell.pwr +27 (+9 eff.) Mind.pwr +20 (+10 eff.) ----- def ----- Mind.save +5 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +40.00 A belt that goes around your waist. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+7 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
woollen robe 'Guth' (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +3% Mind.crit +3% Spell.pwr +3 (+1 eff.) Mind.pwr +3 (+2 eff.) ----- def ----- Resists +6% blight +2% physical +9% all Spell.save +15 (+5 eff.) Mind.save +19 (+8 eff.) Heal.mod +5% ---------- misc Mana/turn +0.12 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Berydodur the Shadepride (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% darkness +15% lightning Melee Ret 2 darkness 2 lightning ----- def ----- Armour +4 Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Galestake (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Res.pen +5% physical +12% temporal +10% darkness +10% mind ----- def ----- Armour +1 Resists +9% lightning +12% temporal +12% darkness +3% mind Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +11% Dur/telep +10% A pair of boots made of leather. |
Lisurinne the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +5 Str dps ---------- Phys.pwr +7 (+3 eff.) ----- def ----- Armour +1 Max.HP +100.00 Disease- +20% Confus- +20% Stun/Frz- +20% 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. |
temporal rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 temporal Ranged+ 6 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +1 Resists +6% temporal 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 dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 7 darkness Dmg.mod +3% arcane +4% darkness ----- def ----- Armour +2 Fatigue +3% Resists +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Frigidcrypt (0 def, 4 armour) =10 dex=3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +10 Dex dps ---------- Phys.crit +1.0% Crit.mult +5.00% Dmg.mod +9% physical ----- def ----- Armour +4 Fatigue +4% Resists +3% cold +3% physical Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
cleansing linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Disrupt While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +5% nature +6% blight A pointy cloth hat, very wizardly... |
rough leather cap 'Sunrebel' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +12% mind +12% fire Res.pen +20% acid Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 54.5 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+1 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 65.97 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Nimbusglory the steel shield (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag dps ---------- On Hit (Melee): * 20% chance to slow global speed by 41% On Melee Ret: * 18% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +27% lightning +13% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
6 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. |
227 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Glayarialle the Frigidonslaught (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil +2 Cun dps ---------- Mind.crit +1% Res.pen +10% mind Apr +6 ----- def ----- Resists +9% cold ---------- misc Psi/ret +0.04 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
dwarven iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Phys.save +5 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+3 eff.) Max.HP +40.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
dwarven-steel pickaxe 'Khelodar' (dig speed 18 turns)3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +3 Dex +2 Mag dps ---------- Spell.crit +6% Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +3% blight ---------- misc Max.mana +26.00 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
Hysarim the Bileransom2.0 T1 lite [Rare] Nature While equipped: Stats +5 Dex +2 Con dps ---------- Crit.mult +5.00% Res.pen +5% physical On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 117.19 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 117.19 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. |
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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Zubelemira'1.0 T3 lite [Rare] Master While equipped: Stats +2 Dex ----- def ----- Resists +3% fire +12% darkness +9% temporal Mind.save +9 (+4 eff.) ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Furnacecutter'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +3% fire ----- def ----- Resists +6% cold +3% fire +9% temporal Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
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 Torques are made by powerful psionics to store psionic powers. |
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. |
Kygorn [power 122] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Mind.crit +4% Dmg.mod +6% mind ---------- misc Hate/m.crit +2.00 Infravis +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 24 lightning damage and will be dazed for 1 turn (122 total damage) Puts all charms on 15 cooldown 100% to gain a 16% 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. |
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. |
10 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. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By gregsters the Cornac Cultist of Entropy level 21
31st Dusk 122nd year of Ascendancy at 21:49 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By gregsters the Cornac Cultist of Entropy level 23
46th Dusk 122nd year of Ascendancy at 12:16 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By gregsters the Cornac Cultist of Entropy level 25
13rd Haze 122nd year of Ascendancy at 07:22 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By gregsters the Cornac Cultist of Entropy level 10
2nd Mirth 122nd year of Ascendancy at 17:19 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By gregsters the Cornac Cultist of Entropy level 20
15th Dusk 122nd year of Ascendancy at 21:30 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By gregsters the Cornac Cultist of Entropy level 22
44th Dusk 122nd year of Ascendancy at 06:20 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By gregsters the Cornac Cultist of Entropy level 24
74th Dusk 122nd year of Ascendancy at 22:43 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By gregsters the Cornac Cultist of Entropy level 12
8th Mirth 122nd year of Ascendancy at 07:30 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By gregsters the Cornac Cultist of Entropy level 23
46th Dusk 122nd year of Ascendancy at 02:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By gregsters the Cornac Cultist of Entropy level 16
5th Dusk 122nd year of Ascendancy at 10:38 see stats
Log
The shield around gregsters crumbles.
Gregsters is on fire!
Something hits gregsters for (48 absorbed), 12 fire (12 total damage).
Gregsters loses 11 health to the entropy.
Gregsters recovers sight.
A void star appears around gregsters.
Burning from Eilinoriaba the forest troll hits gregsters for 20 fire damage.
Gregsters casts Netherblast.
Today is the 20th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Eilinoriaba the forest troll's physical stun area effect hits gregsters for 53 physical damage.
Eilinoriaba the forest troll casts Earthen Missiles.
Gregsters's Netherblast hits Eilinoriaba the forest troll for 145 temporal, 144 darkness (289 total damage).
Gregsters loses 6 health to the entropy.
Gregsters is stunned!
Eilinoriaba the forest troll's physical stun area effect hits gregsters for 53 physical damage.
Burning from Eilinoriaba the forest troll hits gregsters for 23 fire damage.
Gregsters casts Dark Whispers.
Gregsters casts Dark Whispers.
Gregsters casts Split.
Eilinoriaba the forest troll resists!
gregsters's void star absorbs the damage from Eilinoriaba the forest troll's Earthen Missiles, converting it into entropy!
Gregsters starts to bleed.
Eilinoriaba the forest troll's Earthen Missiles hits gregsters for 78 physical, 13 physical (91 total damage).
Eilinoriaba the forest troll's Earthen Missiles hits gregsters for 78 physical, 13 physical (91 total damage).
Eilinoriaba the forest troll's Earthen Missiles hits gregsters for (16 to entropy), 66 physical, 13 physical (79 total damage).
Eilinoriaba the forest troll casts Manathrust.
Eilinoriaba the forest troll hits gregsters for 140 arcane damage.
gregsters the level 27 cornac cultist of entropy was mana-torn to death by Eilinoriaba the forest troll on level 2 of Daikara.














































































































