








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Archmage |
| Level / Exp | 25 / 82% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 25 on the 43rd Regrowth 123rd year of Ascendancy at 23:22 / 1 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 72 (base 55) |
| Willpower | 33 (base 19) |
| Cunning | 49 (base 40) |
Resources
| Life | -24/589 |
| Mana | 18/441 |
| Paradox | 300 |
| Healing Factor | 1.2148044672219 |
| Regeneration | 11.236941321803 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 16 |
| Crit Chance | 15% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +61% |
| Darkness | +9% |
| Blight | +6% |
| Cold | +6% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +30% |
| Cold | +25% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 4 |
| Ranged Defense | 4 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 46 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Darkness | + 22%( 70%) |
| Mind | + 22%( 70%) |
| Lightning | + 39%( 70%) |
| Fire | + 17%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 32% |
| Fear Resistance | 100% |
| Poison Resistance | 80% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 266 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (62 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Phantasm | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Precognition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Silenn (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Wil / +2 Mag Changes resistances penetration: +20% acid Spellpower: +15 (+4 eff.) Infravision radius: +1 A pair of boots made of leather. |
| Light source | bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +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 | Ashmarrow the linen wizard hat (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances: +16% lightning / +6% fire Changes resistances penetration: +5% physical Changes damage: +11% lightning Critical mult.: +20.00% A pointy cloth hat, very wizardly... |
| Tool | Amytar the Scabknave [power 160] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +2 Cun Changes resistances: +3% acid Changes resistances penetration: +10% acid Critical mult.: +5.00% Mental crit. chance: +5% It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 480 Base Damage: 186 Armor: 12 All Resist: 14 Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +5 Cun Critical mult.: +10.00% Mental save: +8 (+2 eff.) Life regen: +9.00 Maximum life: +51.00 Spell crit. chance: +3% Healing mod.: +12% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Salereta the KindleknavePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +4 Mag / +4 Wil / +4 Cun / +3 Con Spell save: +6 (+2 eff.) Mental save: +5 (+1 eff.) Confusion immunity: +22% Mindpower: +6 (+2 eff.) Infravision radius: +1 Rings make your fingers look great! |
| Around waist | rough leather belt 'Poretta'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 8 mind Mana each turn: +0.08 Mana when firing critical spell: +2.00 Vim when firing critical spell: +2.00 Maximum life: +30.00 Spellpower: +20 (+5 eff.) A belt that goes around your waist. |
| In main hand | blighted yew magestaff of fate (20-24 power, 4 apr, lightning element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +20% lightning Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +5 (+1 eff.) Mental save: +7 (+2 eff.) Vim when firing critical spell: +3.00 Maximum vim: +22.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +13% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +15% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent level: +1 to all lightning damage spells. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Arthilar (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 6 temporal Changes stats: +3 Wil Changes resistances: +11% darkness / +11% mind / +9% all Physical save: +14 (+7 eff.) Spell save: +31 (+10 eff.) Mental save: +24 (+8 eff.) Mana each turn: +0.18 Maximum mana: +58.00 Maximum psi: +20.00 Spellpower: +21 (+6 eff.) Spell crit. chance: +9% Mindpower: +20 (+7 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Balirab the LightningobsidianPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances penetration: +25% cold Changes damage: +15% lightning / +9% darkness / +6% blight / +6% fire / +6% cold Critical mult.: +11.00% Spellpower: +6 (+2 eff.) Amulets make your neck look great! |
Inventory
biting gale rune of the titan (damage 81; dur 4; cd 23)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 80.77 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 Constitution stat. It can be used to 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 warrior (absorb 51; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 51 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. It can be used to 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 wizard (absorb 92; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 92 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 Magic stat. It can be used to 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 sneak (absorb 197; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 create a protective shield absorbing at most 197 damage for 4 turns. Its effects scale with your Cunning stat. It can be used to 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 158; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use 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 create a protective shield absorbing at most 158 damage for 4 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Flashobsidian the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +6 Con Changes resistances penetration: +15% mind Changes damage: +6% light Talent mastery: +0.23 Technique / Combat training Light radius: +3 Amulets make your neck look great! |
Nimbustitan the steel amuletInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +6 (+4 eff.) Defense: +7 (+7 eff.) Damage when hit (Melee): 2 lightning Changes stats: +7 Lck / +4 Str Changes resistances: +9% lightning / +12% fire / +13% cold Changes damage: +12% lightning Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
Relgudan the steel amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 8 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 23% * 7% chance to blind Changes resistances: +9% blight / +6% light Changes damage: +7% light / +8% darkness / +12% arcane Reduces incoming crit damage: 15.00% Silence immunity: +20% Life regen: +4.00 Amulets make your neck look great! |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
archmage's copper amuletPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes damage: +5% acid / +5% fire / +4% cold / +5% lightning Spellpower: +3 (+1 eff.) Spell crit. chance: +4% Amulets make your neck look great! |
insulating copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% fire / +11% cold Cut immunity: +50% Healing mod.: +12% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 250 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
steel amulet 'Stormlace'Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +1 Wil Changes resistances: +6% physical Changes resistances penetration: +15% acid Changes damage: +9% lightning Mental save: +5 (+1 eff.) Confusion immunity: +11% Stamina each turn: +0.20 Mindpower: +8 (+3 eff.) Amulets make your neck look great! |
MurkraiderPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +3% darkness Changes damage: +9% darkness Silence immunity: +22% Mana each turn: +0.13 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
Velywe the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 blight / 6 mind Changes stats: +1 Con Changes damage: +9% mind Spell save: +11 (+3 eff.) Maximum stamina: +12.00 Spellpower: +5 (+2 eff.) Spell crit. chance: +2% Rings make your fingers look great! |
copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% Life regen: +2.00 Rings make your fingers look great! |
titan's steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Con Physical save: +8 (+4 eff.) Rings make your fingers look great! |
Sewertorrent the elm vilestaff (10-12 power, 2 apr, blight element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +4 Con Changes damage: +10% blight / +6% nature Talent granted: +1 Command Staff Spellpower: +8 (+2 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
cruel elm magestaff of might (10-12 power, 2 apr, lightning element)Requires: - Magic 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% lightning Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+1 eff.) Spell crit. chance: +12% Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, fire element)Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes damage: +10% fire Talent granted: +1 Command Staff Spellpower: +3 (+1 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
BlindwreckCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +3% acid / +7% fire / +6% cold Changes damage: +3% light Disarm immunity: +10% Teleport immunity: +20% Maximum life: +60.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Brightpower the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +9% light / +3% darkness Changes resistances penetration: +20% fire Maximum life: +31.00 Light radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisada the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +2 Str / +2 Con Changes resistances: +9% nature Disease immunity: +10% Life regen: +4.00 Healing mod.: +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Splendoursorrow (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 42% Changes stats: +1 Cun Changes resistances: +6% acid Changes damage: +6% light Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Scorchbloom (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +15% lightning / +7% all Changes damage: +10% lightning / +6% fire Critical mult.: +5.00% Psi when hit: +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Wil / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% 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. |
pair of rough leather boots of speed (0 def, 1 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Movement speed: +25% A pair of boots made of leather. |
Hellsparry the hardened leather gloves (0 def, 5 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+7 eff.) Armour: +5 Changes stats: +2 Dex / +2 Mag Changes resistances: +3% fire Changes damage: +5% arcane Mental save: +7 (+2 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +42.00 Spell crit. chance: +3% Damage Shield penetration: +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. |
rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% 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. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 60.40 to 181.21 lightning damage (120.81 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dawnspike the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +1 Fatigue: +1% Changes stats: +2 Dex / +3 Con Changes resistances: +3% light Changes resistances penetration: +10% light Only die when reaching: -80.00 life A cap made of leather. |
Radhalathadir the rough leather cap (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +5 Str / +3 Dex / +4 Cun Light radius: +1 A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+6 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tulodeyon (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +2 Dex / +5 Wil / +1 Cun Light radius: +2 A cap made of leather. |
rough leather cap 'Plaguesting' (0 def, 5 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +1% Changes resistances: +7% lightning / +7% temporal / +3% nature Maximum vim: +20.00 Healing mod.: +20% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cap made of leather. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
807 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Voidpain' (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 20% chance to reduce armor by 42% Changes stats: +3 Str Changes resistances penetration: +15% darkness Changes damage: +3% acid / +3% fire When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(88 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Lavaquencher'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 darkness Changes resistances: +6% fire Changes resistances penetration: +15% fire Changes damage: +3% fire Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Yarysaldir'Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Wil / +2 Cun Light radius: +8 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. |
bright brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 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)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
Earymas [power 53] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Armour: +6 Changes stats: +1 Str Changes damage: +3% physical It can be used to setup a psionic shield, reducing all damage taken by 53 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. * Reduce fatigue by 26% for 2 turns. * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of gale force [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Morningveil [power 116] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +1 Str / +5 Mag Changes resistances penetration: +10% light Changes damage: +3% light Infravision radius: +2 It can be used to heal yourself and all friendly characters within 10 spaces for 116 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 122] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 122 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 104 Armor: 6 All Resist: 5 Activation puts all charms on cooldown for 25 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of summon tentacle [power 100] (25 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 243 Base Damage: 111 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 24% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By zippy zappy :D the Ghoul Archmage level 10
37th Dusk 122nd year of Ascendancy at 23:15 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By zippy zappy :D the Ghoul Archmage level 23
35th Regrowth 123rd year of Ascendancy at 21:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By zippy zappy :D the Ghoul Archmage level 10
10th Dusk 122nd year of Ascendancy at 16:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By zippy zappy :D the Ghoul Archmage level 20
56th Haze 122nd year of Ascendancy at 00:18 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By zippy zappy :D the Ghoul Archmage level 20
75th Haze 122nd year of Ascendancy at 15:15 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By zippy zappy :D the Ghoul Archmage level 19
54th Haze 122nd year of Ascendancy at 15:50 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By zippy zappy :D the Ghoul Archmage level 6
5th Dusk 122nd year of Ascendancy at 00:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By zippy zappy :D the Ghoul Archmage level 13
59th Dusk 122nd year of Ascendancy at 23:12 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By zippy zappy :D the Ghoul Archmage level 22
11st Regrowth 123rd year of Ascendancy at 16:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By zippy zappy :D the Ghoul Archmage level 16
15th Haze 122nd year of Ascendancy at 09:00 see stats
Log
Xewyn the ogre rune-spinner hits zippy zappy :D for (82 resilience), 294 darkness (294 total damage).
Thunderstorm hits Ogre rune-spinner for (40 absorbed), 0 lightning, (32 absorbed), 0 lightning (0 total damage).
Thunderstorm hits Gloroyamina the elven cultist for 40 lightning, 32 lightning (73 total damage).
Thunderstorm hits Xeroth the elven mage for 40 lightning damage.
Glorith the Elven Guard's mucus ooze uses Slime Spit.
Zippy zappy :D slows down.
Glorith the Elven Guard's mucus ooze hits zippy zappy :D for 82 nature damage.
You cannot go into the wilds with the following effects: Slow, Brainlocked, Silenced, Off-balance, Disarmed
Zippy zappy :D uses Ghoulish Leap.
Zippy zappy :D speeds up.
Xewyn the ogre rune-spinner's fully exits the shadows.
The shield around ogre rune-spinner crumbles.
Ogre mauler hits zippy zappy :D for 78 physical, 61 lightning (139 total damage).
Melee retaliation hits Ogre mauler for 5 temporal, 10 mind, 3 light (19 total damage).
Xewyn the ogre rune-spinner uses Infusion: Regeneration.
Xewyn the ogre rune-spinner starts regenerating health quickly.
Zippy zappy :D's spell attains critical power!
Talent Arcane Vortex is ready to use.
Thunderstorm hits Ogre rune-spinner for 33 lightning damage.
Thunderstorm hits Ogre mauler for 64 lightning damage.
Thunderstorm hits Porildara the elven blood mage for (16 to time), 0 lightning (0 total damage).
Thunderstorm hits Ritch flamespitter for 41 lightning damage.
Ritch flamespitter spits flames!
Ritch flamespitter hits zippy zappy :D for 115 fire damage.
zippy zappy :D the level 25 ghoul archmage was boiled to death by a ritch flamespitter on level 1 of Dark crypt.
The furious lightning storm around zippy zappy :D calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.














































































































