











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 08: Life Displays 1.7.4This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
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:
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. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
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 Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 03: Summoning Timer 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 30 / 53% |
| Size | big |
| Lifes / Deaths | Killed by skeleton magus at level 6 on the 2nd Mirth 122nd year of Ascendancy at 05:28 0 / 8Killed by Poltergeist Eye of Winter at level 22 on the 2nd Regrowth 124th year of Ascendancy at 10:57 Killed by Urkis, the High Tempest at level 24 on the 48th Pyre 124th year of Ascendancy at 21:39 Killed by John Worm's Inner Demon at level 27 on the 67th Pyre 124th year of Ascendancy at 21:10 Killed by The Master at level 27 on the 68th Pyre 124th year of Ascendancy at 11:15 Killed by Aerigaba the half formed drem at level 28 on the 65th Dusk 124th year of Ascendancy at 00:34 Killed by elder vampire at level 30 on the 77th Dusk 124th year of Ascendancy at 23:29 Killed by The One That Hunts at level 30 on the 9th Haze 124th year of Ascendancy at 06:40 |
Primary Stats
| Strength | 105 (base 38) |
| Dexterity | 16 (base 10) |
| Constitution | 46 (base 34) |
| Magic | 76 (base 49) |
| Willpower | 35 (base 10) |
| Cunning | 52 (base 21) |
Resources
| Life | -187/903 |
| Insanity | 99/100 |
| Healing Factor | 1.2567804250994 |
| Regeneration | 0.31419510627484 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 7 |
| Infravision | 6 |
| See Stealth | 38.264408783316 |
| See Invisible | 48.264408783316 |
Offense: Mainhand
| Damage | 84 |
| Accuracy | 44 |
| Crit Chance | 37% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +48% |
| Blight | +30% |
| Arcane | +4% |
| Physical | +3% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Mind | +5% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 32.413408721348 (65.897138898113%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 34 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 24%( 70%) |
| Physical | + 24%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 24%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Pinning Resistance | 23% |
| Stun Resistance | 50% |
| Blind Resistance | 19% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 69% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% 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 Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Race / Higher | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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 injured seer from death by Lisyretha the poison ivy. Escort: injured seer (level 2 of Old Forest) | failed |
You failed to protect the injured seer from death by carrion worm mass. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 explosive force. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed wretchling eyeball. * You've found the needed vial of elder vampire blood. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. | 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! | done |
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 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 decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | wanderer's pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +4 Mag +2 Wil +2 Cun +2 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +12 (+4 eff.) Mind.save +18 (+6 eff.) Blink to a nearby random location (rad 10) Puts all charms on 14 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Adalle' (30 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str dps ---------- Phys.crit +4.0% Dmg.mod +3% physical On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +3 Defense +30 (+11 eff.) Fatigue +3% Die.at -80.00 life ---------- misc Stam/turn +2.00 Skullcracker: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 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 594.2 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
| Tool | ash totem of stinging 'Polabrewyn' [power 152] (6 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +4 Cun +2 Wil dps ---------- Res.pen +5% arcane ---------- misc See.Invis +3 Sting an enemy dealing 152 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 6 cooldown 100% to increase the duration of 1 beneficial effects by 1. 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | solipsist's gold ring of misery0.1 T3 ring jewelry [Ego++] Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 11 physical Ranged+ 12 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 23 On Hit (Ranged): * 12% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Resists +8% all ---------- misc Talents +1 I Can Carry The World! You have set the ring to grant you I Can Carry The World!! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 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 | Oakblast the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +23% Phys.pwr +11 (+2 eff.) Spell.pwr +22 (+6 eff.) Dmg.mod +12% blight +30% darkness Res.pen +5% nature Acc +9 (+3 eff.) ----- def ----- Resists +3% nature +6% blight Phys.save +11 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego++] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 4 acid 4 lightning 4 fire 5 arcane 3 cold Dmg.mod +4% arcane ----- def ----- Armour +1 Resists +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stralite mail armour 'Rhontir' (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +1 Cun +2 Mag dps ---------- Res.pen +5% mind ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +12% Resists +12% acid +9% physical +9% lightning +45% fire +6% mind +6% cold ---------- misc Light +3 Infravis +2 A suit of armour made of mail. |
| Cloak | Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+6 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
| Around neck | stabilizing gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +15% temporal Blind- +19% Pinning- +23% Knockbk- +29% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 titan (absorb 316; dur 6; 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 316 damage for 6 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+6 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
wizard's stralite ring of clarity0.1 T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Confus- +23% Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+3 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.0 Pwr.cost 5 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
truestriking stralite greatmaul (55-82 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% physical Acc +19 (+7 eff.) Apr +12 Massive two-handed mauls. |
balanced stralite greatsword (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Ego] Master Power 46.5 - 74.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +17 (+6 eff.) ----- def ----- Defense +12 (+5 eff.) Disarm- +38% Massive two-handed swords. |
steel longsword 'Silarin' (24-34 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Arcane Power 24.5 - 34.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 2 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +6% physical ----- def ----- Phys.save +9 (+3 eff.) Disease- +12% Sharp, long, and deadly. |
Darkspawner the iron mace (14-20 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% darkness Res.pen +5% darkness Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane +3% light Disarm- +20% Blunt and deadly. |
stralite waraxe of crippling (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% One-handed war axes. |
acidic pouch of stralite shots of accuracy (25/25, 44-52 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego] Arcane/Master Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +13 Apr +5 Crit +5.5% Capacity 25 On Crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Shots are used with slings to pummel your foes to death. |
ancient silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +17% physical +15% temporal +9% all Res.pen +6% temporal +6% physical ----- def ----- Resists +13% all Anom.red +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's cured leather armour of Eyal (8 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: Stats +4 Str +4 Dex ----- def ----- Armour +4 Defense +8 (+4 eff.) Fatigue +7% Phys.save +8 (+2 eff.) Max.HP +28.00 HP.reg +1.00 Heal.mod +11% A suit of armour made of leather. |
iron mail armour 'Elyrevena' (32 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 ----- def ----- Armour +4 Defense +32 (+12 eff.) Fatigue +12% Resists +11% light +11% darkness Poison- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
steel plate armour 'Tundralord' (0 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Phys.pwr +15 (+3 eff.) Dmg.mod +9% mind Apr +3 Melee Ret 4 physical 8 cold ----- def ----- Armour +13 Fatigue +22% Mind.save +14 (+5 eff.) A suit of armour made of metal plates. |
stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Normal] While equipped: ----- def ----- Armour +13 Fatigue +22% A suit of armour made of metal plates. |
Serpentbrand the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Apr +5 ----- def ----- Defense +3 (+1 eff.) Phys.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Die.at -90.00 life ---------- misc Stam/turn +3.00 Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zubissra the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Mag +3 Cun +6 Lck dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +3% blight Melee Ret 8 mind ----- def ----- Armour +1 Crit.chn- 10.00% Stealth +7 A pair of boots made of leather. |
Rainbolt (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +20.00% Dmg.mod +3% cold Melee Ret 2 acid ----- def ----- Armour +3 Mind.save +3 (+1 eff.) HP.reg +4.00 Heal.mod +12% A pair of boots made of leather. |
Glareoath (30 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil +3 Cun +3 Con dps ---------- Phys.crit +2.0% Mind.crit +1% Dmg.mod +12% mind Res.pen +10% light ----- def ----- Armour +4 Defense +30 (+11 eff.) Fatigue +3% Phys.save +10 (+3 eff.) Mind.save +16 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Samuyagadir the Sleetquencher (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 8 cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +3% temporal +3% mind +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. |
Voriwe the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Wil +3 Con dps ---------- Mind.crit +2% Mind.pwr +15 (+6 eff.) Res.pen +10% mind Melee Ret 10 mind ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 Max.psi +20.00 A cap made of leather. |
Aeryta (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Mind.crit +3% Spell.pwr +20 (+5 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +8% physical +14% darkness +9% arcane +13% mind +13% light Res.pen +10% blight ----- def ----- Defense +3 (+1 eff.) Resists +13% mind +5% physical +9% darkness +19% light ---------- misc Max.hate +10.00 A pointy cloth hat, very wizardly... |
Urusaruirek the Glintspawner (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +9% mind Res.pen +20% mind +5% light Melee Ret 6 light ----- def ----- Armour +3 Fatigue +5% Resists +3% nature ---------- misc Light +2 Skullcracker: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 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 594.2 Physical damage. If the attack hits, the target is confused (28% 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 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
4 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 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
4 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. |
5 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. |
12 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. |
14 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. |
20 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning 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.(90 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's brass lantern of the zealot2.0 T1 lite [Ego++] Nature/Disrupt While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +6 (+1 eff.) ----- def ----- Resists +3% all Spell.save +6 (+3 eff.) ---------- 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. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Release a will o' the wisp that will explode against your foes for 300 cold damage (based on your Magic). Uses 11 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
Achievements
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By John Worm the Higher Writhing One level 24
59th Pyre 124th year of Ascendancy at 11:17 see stats
Bringer of Doom
Killed a Bringer of Doom.By John Worm the Higher Writhing One level 23
68th Regrowth 124th year of Ascendancy at 01:17 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By John Worm the Higher Writhing One level 22
1st Allure 124th year of Ascendancy at 11:35 see stats
Earth Master
Killed Harkor'Zun.By John Worm the Higher Writhing One level 18
53rd Dusk 122nd year of Ascendancy at 14:54 see stats
Exterminator
Killed 1000 creatures.By John Worm the Higher Writhing One level 18
54th Dusk 122nd year of Ascendancy at 08:13 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By John Worm the Higher Writhing One level 28
37th Dusk 124th year of Ascendancy at 04:49 see stats
Fear me not!
Survived the Fearscape!By John Worm the Higher Writhing One level 25
62nd Pyre 124th year of Ascendancy at 02:35 see stats
Level 10
Got a character to level 10.By John Worm the Higher Writhing One level 10
7th Mirth 122nd year of Ascendancy at 11:33 see stats
Level 20
Got a character to level 20.By John Worm the Higher Writhing One level 20
54th Dusk 122nd year of Ascendancy at 23:41 see stats
Level 30
Got a character to level 30.By John Worm the Higher Writhing One level 30
77th Dusk 124th year of Ascendancy at 23:22 see stats
Poisonous
Sided with the assassin lord.By John Worm the Higher Writhing One level 23
70th Regrowth 124th year of Ascendancy at 00:26 see stats
Size is everything
Did over 1500 damage in one attack.By John Worm the Higher Writhing One level 25
63rd Pyre 124th year of Ascendancy at 17:09 see stats
Size matters
Did over 600 damage in one attack.By John Worm the Higher Writhing One level 18
51st Dusk 122nd year of Ascendancy at 03:48 see stats
The Arena
Unlocked Arena mode.By John Worm the Higher Writhing One level 8
4th Mirth 122nd year of Ascendancy at 11:44 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By John Worm the Higher Writhing One level 21
3rd Haze 122nd year of Ascendancy at 01:19 see stats
The secret city
Discovered the truth about mages.By John Worm the Higher Writhing One level 22
53rd Dusk 123rd year of Ascendancy at 16:25 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By John Worm the Higher Writhing One level 28
65th Dusk 124th year of Ascendancy at 00:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By John Worm the Higher Writhing One level 18
53rd Dusk 122nd year of Ascendancy at 08:25 see stats
Unstoppable
Returned from the dead.By John Worm the Higher Writhing One level 30
77th Dusk 124th year of Ascendancy at 23:29 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By John Worm the Higher Writhing One level 28
77th Dusk 124th year of Ascendancy at 23:22 see stats
Log
The One That Hunts casts Crumble.
The One That Hunts hits John Worm for 196 darkness damage.
John Worm uses Infusion: Healing.
John Worm receives 274 healing from Infusion: Healing.
John Worm casts Lash Out.
John Worm performs a melee critical strike against The One That Hunts!
John Worm performs a melee critical strike against The One That Hunts!
Corrupted plasmic disruptor shares damage with his oozes!
John Worm hits The One That Hunts for 0 darkness, 0 lightning, 0 fire, 0 acid, 0 physical, 0 cold, 0 arcane, 0 physical, 0 lightning, 0 fire, 0 acid, 0 physical, 0 cold, 0 arcane (0 total damage).
John Worm hits Corrupted plasmic disruptor for 298 darkness damage.
John Worm killed Corrupted plasmic disruptor!
Corrupted dendritic hemospinner's Eyal's Wrath hits John Worm for 19 nature damage.
The One That Hunts casts Crumble.
The One That Hunts hits John Worm for 171 darkness damage.
John Worm picks up (h.): balanced stralite greatsword (46-74 power, 3 apr).
Corrupted dendritic hemospinner's Eyal's Wrath hits John Worm for 19 nature damage.
Corrupted dendritic hemospinner misses John Worm.
The One That Hunts casts Crumble.
The One That Hunts hits John Worm for 171 darkness damage.
Corrupted dendritic hemospinner's armor corrodes!
John Worm hits Corrupted dendritic hemospinner for 84 physical, 5 lightning, 8 fire, 6 acid, 20 physical, 4 cold, 9 arcane, 336 darkness (472 total damage).
John Worm killed Corrupted dendritic hemospinner!
John Worm speeds up.
Talent Tendrils Eruption is ready to use.
The One That Hunts casts Crumble.
The One That Hunts hits John Worm for 198 darkness damage.
John Worm the level 30 higher writhing one was shadowed to death by a The One That Hunts on level 1 of The Godfeaster.











































































































