
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Curse Levels 1.7.0Adds game options related to equipment curses and cursed auras from the Defiling Touch talent:
Also adds a tooltip to Defiling Touch's Cursed Aura Selection dialog, showing the effect of each curse if you select it. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Herald of the Herald 1.7.0Adds a display particle for the Nihil effect from the Forbidden Cults DLC, indicating the number of detrimental magical effects that have been applied since Nihil was gained and thus progress toward summoning a Herald of Oblivion. Also available as part of the ZOmnibus Addon Pack. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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.
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 Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Cultist of Entropy |
| Level / Exp | 39 / 40% |
| Size | medium |
| Lifes / Deaths | Killed by The Withering Thing at level 7 on the 1st Summertide 122nd year of Ascendancy at 12:58 3 / 5Killed by cutpurse at level 26 on the 5th Regrowth 123rd year of Ascendancy at 21:26 Killed by Ivissra the spire dragon at level 31 on the 40th Regrowth 123rd year of Ascendancy at 20:53 Killed by Isulekira the faeros at level 32 on the 62nd Regrowth 123rd year of Ascendancy at 13:18 Killed by Cultist of Duck's Inner Demon at level 39 on the 49th Dusk 123rd year of Ascendancy at 18:44 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 5 (base 10) |
| Constitution | 78 (base 60) |
| Magic | 77 (base 60) |
| Willpower | 20 (base 10) |
| Cunning | 56 (base 39) |
Resources
| Life | -162/750 |
| Mana | 343/343 |
| Insanity | 13/100 |
| Vim | 252/252 |
| Healing Factor | 2.1425372656297 |
| Regeneration | 19.604215980512 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 9 |
| See Stealth | 8 |
| See Invisible | 13 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 1 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 60% |
| Speed | 1 |
Offense: Mind
| Mindpower | 0 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +23% |
| Blight | +16% |
| Arcane | +15% |
| Cold | +50% |
| All | +6% |
| Darkness | +70% |
| Light | +24% |
| Temporal | +19% |
| Physical | +27% |
| Fire | +48% |
| Lightning | +16% |
Offense: Damage Penetration
| Blight | +30% |
| Darkness | +33% |
| Temporal | +33% |
| All | +15% |
Defense: Base
| Armour (hardiness) | 31.692266918533 (51.69962066283%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 44 |
| Mental Save | 28 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 54%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 46%( 70%) |
| All | + 31%( 70%) |
| Darkness | + 47%( 70%) |
| Light | + 49%( 70%) |
| Temporal | + 51%( 70%) |
| Lightning | + 35%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Stun Resistance | 36% |
| Confusion Resistance | 44% |
| Silence Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
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 514 life over 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 148 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 894% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 372.94 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Chronophage | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Revelation |
| talent | Twofold Curse |
| talent | Jinxed Touch |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Premonition |
| talent | Grand Oration |
| talent | Atrophy |
| beneficial effect | Increases spell critical chance by 10%. At 5 stacks, next Nether spell is empowered. 5 Halo of Ruin |
| detrimental effect | The target is doomed to treason. Each turn they have a 12% chance to attack an adjacent creature. If no creatures are adjacent they will attack themself. Prophecy of Treason |
| detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 10%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The target is being driven mad by the void, taking 119.55 darkness damage per turn and reducing all powers by 53. Dark Whispers |
| detrimental effect | The target is plagued by inner demons and each turn there's a 22% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
| detrimental effect | The target is wasting away from entropic forces, taking 7.18 damage per turn. Entropic Wasting |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target has 24 reduced saves and defense, 16% reduced critical chance, and 14% chance to fail talent use. 8 JinxThis effect will fade in 2 turns if the source is not in line of sight. |
| beneficial effect | The target's spellpower has been increased by 24. Spellsurge |
| beneficial effect | The target is protected from silence effects. Sanctity |
| detrimental effect | The target is doomed to madness. All talent cooldowns are increased by 41%. Prophecy of Madness |
| detrimental effect | Ethereal Form bonuses reduced by 10% Ethereal Form |
| detrimental effect | The target is confused, acting randomly (chance 10%) and unable to perform complex actions. Confused |
| detrimental effect | The target's mind and body is wasting away, reducing all stats by 10. AtrophyThis effect will fade in 2 turns if the source is not in line of sight. |
| detrimental effect | The target is being distracted by a hallucination, reducing all damage dealt to non-hallucinations targets by 15%. Hideous Visions |
| beneficial effect | Reduces temporal damage received by 20%. Premonition Shield |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| beneficial effect | The target has 27 increased saves and defense, 18% increased critical chance, and 15% chance to avoid all damage. 9 Jinx |
| detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the injured seer from death by wretchling. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Salovena the poison ivy. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Gliressra the treant. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by forest wight. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved talent Track (+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 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 833. | 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 AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed ice wyrm tooth. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed multi-hued wyrm scale. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within10 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Maledin the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Str +1 Dex +4 Wil dps ---------- Melee Ret 4 arcane ----- def ----- Armour +4 Fatigue +3% Silence- +30% Confus- +31% Stun/Frz- +36% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | watchleader's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +6% blight +8% darkness Blind- +23% Confus- +13% ---------- misc Light +9 Infravis +5 See.Stealth +8 See.Invis +13 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 40 cooldown Level 4.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | defender's hardened leather cap of sanctity (6 def, 9 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +9 Defense +6 (+2 eff.) Fatigue +3% Resists +10% blight +7% darkness +4% all Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
| Tool | elven-wood wand of lightning storm 'Torirak' [power 350] (29/15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +15% blight ----- def ----- Resists +6% acid Crit.dmg- 10.00% Phys.save +9 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 81 lightning damage and will be dazed for 1 turn (406 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | stralite Prothotipe's Prismatic Eye ring0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +5 Con +5 Mag dps ---------- Phys.pwr +12 (+0 eff.) Spell.pwr +14 (+3 eff.) Mind.pwr +13 (+9 eff.) Dmg.mod +10% lightning +10% fire +10% cold +6% all ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
| On fingers | Toryyagund the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Str +4 Mag +9 Cun +6 Con dps ---------- Phys.pwr +8 (+0 eff.) Spell.pwr +7 (+2 eff.) Dmg.mod +13% light Melee Ret 4 mind ----- def ----- Resists +26% light ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
| Around waist | spiritwalker's hardened leather belt of burglary1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +6 Lck ----- def ----- Stealth +7 ---------- misc T.Disarm +7 Mana/turn +0.11 Max.mana +21.00 Infravis +4 A belt that goes around your waist. |
| In main hand | Vorosena the dragonbone starstaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +13 Con dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +33 (+8 eff.) Dmg.mod +30% darkness On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +6% lightning Spell.save +12 (+4 eff.) HP.reg +2.90 Heal.mod +59% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | Hanodunadar (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Mag +5 Wil +4 Cun dps ---------- Phys.crit +1.0% Spell.crit +8% Spell.pwr +23 (+6 eff.) S.pwr/crit +4 Dmg.mod +17% acid +21% physical +5% light +13% cold +22% fire +9% arcane +21% darkness ----- def ----- Resists +17% acid +16% physical +14% fire +18% cold +15% all Spell.save +6 (+2 eff.) Silence- +40% ---------- misc Vim/s.crit +2.00 Max.stam +30.00 Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Xuna the Freezeknave (10 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Wil +3 Mag dps ---------- Dmg.mod +21% cold Melee Ret 6 blight ----- def ----- Defense +10 (+3 eff.) Resists +17% blight +3% cold +16% nature Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) HP.reg +6.00 Heal.mod +14% ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Glorulaith the gold amulet0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +8 Wil +10 Cun +4 Con dps ---------- Crit.mult +16.00% Spell.pwr +10 (+2 eff.) Dmg.mod +10% blight +10% fire ----- def ----- Crit.dmg- 15.00% Amulets make your neck look great! |
Inventory
healing infusion of the wizard (heal 198; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 680%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 680% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 351; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 351 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 490; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 31%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, blight, fire, arcane, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 blight, 4 fire, 3 arcane, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 29 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. |
acid wave rune (damage 37; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 36.90 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the titan (damage 259; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 259.04 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
acid wave rune of the titan (damage 386; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 385.73 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
blink rune of the wizard (range 9; phase 21; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 9 Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the titan (power 23; resist 24%; move 38%; dur 5; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 38% faster, and you are invisible (power 23). 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. |
shatter afflictions rune of the titan (absorb 144; cd 12)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 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 144 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 136; dur 6; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 136 damage for 6 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the titan (threshold 38; blocks 5; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 38 up to 5 times. 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. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
savior's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
savior's stralite amulet of vision0.1 T4 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +17 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +10 (+5 eff.) Blind- +20% ---------- misc Infravis +6 Sight +2 See.Invis +9 Amulets make your neck look great! |
Beoleg0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +8 Dex +6 Mag +7 Wil +14 Cun dps ---------- Mind.pwr +13 (+9 eff.) Dmg.mod +15% acid Res.pen +25% acid Acc +12 (+12 eff.) ----- def ----- Spell.save +12 (+4 eff.) Rings make your fingers look great! |
Murkborn the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +7 Str +7 Con dps ---------- Phys.pwr +10 (+0 eff.) Dmg.mod +6% arcane Res.pen +15% blight +20% temporal +10% darkness Melee Ret 6 temporal ----- def ----- Resists +18% darkness Rings make your fingers look great! |
Pitchfoe the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% darkness +6% temporal Res.pen +10% darkness +10% temporal ----- def ----- Armour +10 Resists +6% cold +12% darkness +6% temporal Rings make your fingers look great! |
Porenor the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Wil +7 Mag dps ---------- Dmg.mod +12% lightning +15% blight Melee Ret 10 mind 8 arcane ----- def ----- Resists +24% lightning Rings make your fingers look great! |
Zanuyaruirin0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Str +3 Dex +3 Cun +5 Con dps ---------- Phys.pwr +5 (+0 eff.) Res.pen +10% temporal Acc +6 (+6 eff.) Melee Ret 2 temporal On Hit (Melee): * 10% chance to reduce all saves and defense by 5 ----- def ----- Defense +6 (+2 eff.) Resists +6% mind Rings make your fingers look great! |
gold emerald ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +10 (+2 eff.) ----- def ----- Armour +3 Resists +3% all Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
marksman's gold ring of life0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+8 eff.) ----- def ----- Max.HP +49.00 HP.reg +10.00 Heal.mod +13% Rings make your fingers look great! |
mule's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Fatigue -5% Resists +11% physical ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's steel ring of arcana (+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Silence- +24% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
stralite ring 'Hettasta'0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +14% lightning +9% acid Res.pen +20% acid Acc +10 (+10 eff.) Melee Ret 2 acid ----- def ----- Resists +28% lightning +5% arcane +3% acid Max.HP +32.00 Disarm- +32% Pinning- +35% Knockbk- +35% Rings make your fingers look great! |
caustic stralite dagger (28-36 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature Power 27.5 - 35.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit.r2 +10 acid +8 nature While equipped: dps ---------- Res.pen +13% acid +14% nature Apr +9 Sharp, short and deadly. |
caustic voratun dagger of massacre (47-61 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 47.0 - 61.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +28 acid +5 nature While equipped: dps ---------- Res.pen +5% acid +18% nature Apr +9 Sharp, short and deadly. |
quick voratun dagger of ruin (40-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master Power 39.5 - 51.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.crit +10.0% Crit.mult +23.00% Phys.spd +10% Acc +16 (+16 eff.) Apr +11 Sharp, short and deadly. |
warbringer's voratun dagger (39-51 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.pwr +10 (+0 eff.) Res.pen +8% physical ----- def ----- Disarm- +24% Sharp, short and deadly. |
Murkmalice (38-57 power, 5 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Rare] Arcane Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +1.5% Atk.spd 100% Melee+ +16 temporal While equipped: dps ---------- Acc +20 (+19 eff.) Melee Ret 8 physical ----- def ----- Armour +10 Resists +20% darkness +19% temporal Massive two-handed mauls. |
hardened leather sling 'Mirejam'4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +17 lightning While equipped: Stats +7 Cun dps ---------- Mind.pwr +15 (+11 eff.) Dmg.mod +17% lightning ----- def ----- Resists +6% nature Mind.save +18 (+9 eff.) ---------- misc Max.psi +50.00 Slings are used to hurl stones or metal shots at your foes. |
Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+3 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Grinuruihek the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Crit.mult +20.00% S.pwr/crit +4 Dmg.mod +22% darkness Res.pen +25% darkness Acc +6 (+6 eff.) Apr +6 Melee Ret 6 arcane ----- def ----- Defense +2 (+0 eff.) Resists +34% darkness Stealth +25 ---------- misc Mana/s.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkshear (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Dmg.mod +10% acid +10% physical +15% darkness +11% cold +7% fire Acc +5 (+5 eff.) Apr +2 ----- def ----- Resists +13% acid +11% physical +34% darkness +14% cold +15% mind +13% fire +9% nature +11% all Phys.save +24 (+8 eff.) Spell.save +11 (+3 eff.) Mind.save +29 (+14 eff.) ---------- misc Cooldown Refit Golem -5 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of dwarven-steel boots 'Adinn' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +12% blight Res.pen +25% arcane Phasing +30% ----- def ----- Armour +4 Fatigue +3% Silence- +38% Confus- +38% Stun/Frz- +38% ---------- misc Mana/turn +0.12 Vim/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Moziladin the Phoenixveil (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Dmg.mod +6% fire Res.pen +10% mind +15% fire Apr +6 ----- def ----- Armour +4 Fatigue +4% Resists +7% acid +22% fire +11% cold +10% lightning ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Con +3 Mag dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
voratun helm of might (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +6 (+0 eff.) ----- def ----- Armour +5 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
drakeskin leather armour of natural resilience (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Disrupt While equipped: ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +12% nature +13% blight D.Red.from +12% Unnatural A suit of armour made of leather. |
rejuvenating reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +23% acid HP.reg +2.70 ---------- misc Stam/turn +1.50 A suit of armour made of leather. |
Emelygaba (0 def, 12 armour, 188 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +13 Dex dps ---------- Melee+ 26 lightning Dmg.mod +21% acid Res.pen +10% blight Acc +7 (+7 eff.) Melee Ret 16 lightning ----- def ----- Armour +12 Fatigue +8% Resists +9% acid ---------- misc Talents +1 Block Handheld deflection devices. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 100 power out of 100/100 The very essence of bearness! |
Axe of Fluffy Evil Axe of Fluffy Evil4.0 axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
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. |
581 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 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 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. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 194.73 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 194.73 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Tuligorn1.0 T5 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +3% acid +21% light +15% mind ----- def ----- Defense +11 (+3 eff.) Resists +15% darkness Affinity +10% light Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Max.hate +10.00 Light +10 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 205.10 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 1 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
dwarven-steel torque of mindblast [power 240] (29/15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 254 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
stralite torque of gale force 'Glarelady' [power 270] (29/15 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 10% ----- def ----- Resists +6% light +9% cold ---------- misc Light +3 Project a gust of wind in a cone knocking all creatures back 10 spaces and dealing 343 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. 100% to increase all damage penetration by 16% for 2 turns. 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Arcwaker the yew totem of healing [power 290] (29/15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Cun +4 Mag dps ---------- Dmg.mod +21% lightning +9% fire Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Resists +9% acid Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
Vorinne the Shivertrail [power 116] (29/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +2 Resists +6% lightning +6% cold +6% light Phys.save +3 (+1 eff.) Mind.save +3 (+2 eff.) Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
soothing yew totem of stinging [power 260] (29/15 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 276 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 39. Natural totems are made by powerful wilders to store nature power. |
4 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. |
Ce'Naminne [power 12] (29/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +5 Dex +3 Mag dps ---------- Crit.mult +15.00% Spell.pwr +15 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% arcane ---------- misc Mana/s.crit +2.00 Reveal the area around you, dispelling darkness (radius 12, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Radianceworm [power 266] (29/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Mind.pwr +20 (+16 eff.) ----- def ----- Resists +3% mind +6% light ---------- misc Equi/ret +0.08 Psi/ret +0.08 Hate/m.crit +1.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 61 lightning damage and will be dazed for 1 turn (308 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged ash wand of shielding [power 254] (29/25 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 25 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 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. |
9 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. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Cultist of Duck the Cornac Cultist of Entropy level 39
42nd Dusk 123rd year of Ascendancy at 12:36 see stats
A different point of view (Insane (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Cultist of Duck the Cornac Cultist of Entropy level 28
9th Regrowth 123rd year of Ascendancy at 20:58 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By Cultist of Duck the Cornac Cultist of Entropy level 38
7th Mirth 123rd year of Ascendancy at 19:49 see stats
Anti-Antimagic! (Insane (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By Cultist of Duck the Cornac Cultist of Entropy level 34
57th Pyre 123rd year of Ascendancy at 21:16 see stats
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Cultist of Duck the Cornac Cultist of Entropy level 34
31st Pyre 123rd year of Ascendancy at 01:15 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Cultist of Duck the Cornac Cultist of Entropy level 17
16th Haze 122nd year of Ascendancy at 08:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Cultist of Duck the Cornac Cultist of Entropy level 37
5th Mirth 123rd year of Ascendancy at 16:16 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Cultist of Duck the Cornac Cultist of Entropy level 23
46th Haze 122nd year of Ascendancy at 18:11 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Cultist of Duck the Cornac Cultist of Entropy level 30
16th Regrowth 123rd year of Ascendancy at 04:17 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Cultist of Duck the Cornac Cultist of Entropy level 21
39th Haze 122nd year of Ascendancy at 03:26 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Cultist of Duck the Cornac Cultist of Entropy level 28
9th Regrowth 123rd year of Ascendancy at 20:27 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Cultist of Duck the Cornac Cultist of Entropy level 10
1st Flare 122nd year of Ascendancy at 09:10 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Cultist of Duck the Cornac Cultist of Entropy level 20
28th Haze 122nd year of Ascendancy at 06:16 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Cultist of Duck the Cornac Cultist of Entropy level 30
15th Regrowth 123rd year of Ascendancy at 14:22 see stats
Merry wintertide! (Insane (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Cultist of Duck the Cornac Cultist of Entropy level 33
17th Pyre 123rd year of Ascendancy at 21:10 see stats
Myths of an age past (Insane (Adventure) difficulty)
Learned all there is to learn about the Gods and the Godslayers.By Cultist of Duck the Cornac Cultist of Entropy level 28
9th Regrowth 123rd year of Ascendancy at 20:58 see stats
Santassacre! (Insane (Adventure) difficulty)
Killed the little helper elves after saving them!By Cultist of Duck the Cornac Cultist of Entropy level 33
17th Pyre 123rd year of Ascendancy at 21:57 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Cultist of Duck the Cornac Cultist of Entropy level 36
1st Mirth 123rd year of Ascendancy at 06:17 see stats
Tales of the Spellblaze (Insane (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Cultist of Duck the Cornac Cultist of Entropy level 28
9th Regrowth 123rd year of Ascendancy at 20:58 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Cultist of Duck the Cornac Cultist of Entropy level 7
1st Summertide 122nd year of Ascendancy at 12:58 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Cultist of Duck the Cornac Cultist of Entropy level 11
7th Dusk 122nd year of Ascendancy at 20:42 see stats
The Legend of Garkul (Insane (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Cultist of Duck the Cornac Cultist of Entropy level 28
9th Regrowth 123rd year of Ascendancy at 20:58 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Cultist of Duck the Cornac Cultist of Entropy level 15
18th Dusk 122nd year of Ascendancy at 11:11 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Cultist of Duck the Cornac Cultist of Entropy level 27
7th Regrowth 123rd year of Ascendancy at 05:25 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Cultist of Duck the Cornac Cultist of Entropy level 18
25th Haze 122nd year of Ascendancy at 14:10 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Cultist of Duck the Cornac Cultist of Entropy level 37
7th Mirth 123rd year of Ascendancy at 00:42 see stats
Log
Cultist of Duck's Inner Demon talent 'Rune: Shatter Afflictions' is energized by the revelation!
Cultist of Duck's Inner Demon casts Dark Whispers.
Cultist of Duck's Inner Demon's spell attains critical power!
A void annihilator manifests from Cultist of Duck!
Cultist of Duck is dazed!
Hallucination resists the silence!
Herald of oblivion resists the silence!
Void monolith resists the silence!
Cultist of Duck's Inner Demon resists the silence!
Void monolith resists the silence!
Cultist of Duck's sanctity area effect hits Void monolith for 9 light damage.
Cultist of Duck's sanctity area effect hits Herald of oblivion for 10 light damage.
Cultist of Duck's sanctity area effect hits Hallucination for 8 light damage.
Cultist of Duck's sanctity area effect hits Void monolith for 9 light damage.
Cultist of Duck's sanctity area effect hits Cultist of Duck's Inner Demon for 6 light damage.
--------------------------------
Cultist of Duck is confused and fails to use Quantum Tunnelling.
Cultist of Duck is not dazed anymore.
Cultist of Duck loses 5 health to the entropy.
Cultist of Duck's Inner Demon loses 4 health to the entropy.
Cultist of Duck's Inner Demon loses 5 health to the entropy.
Herald of oblivion uses Void Crash.
Dark Whispers from Cultist of Duck's Inner Demon hits Cultist of Duck for 105 darkness damage.
Nihil from Cultist of Duck's Inner Demon hits Cultist of Duck for 9 temporal damage.
Nihil from Cultist of Duck hits Cultist of Duck's Inner Demon for 10 temporal damage.
Melee retaliation hits Herald of oblivion for 6 blight, 3 arcane, 2 mind, 5 blight, 3 arcane, 2 mind (21 total damage).
Herald of oblivion hits Cultist of Duck for 0 temporal, 68 darkness, 10 temporal, 7 fire, 35 temporal, 59 darkness, 11 temporal (190 total damage).
Cultist of Duck's Inner Demon casts Essence Reave.
Cultist of Duck's Inner Demon's spell attains critical power!































































































































