












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Arcane Blade |
Level / Exp | 22 / 16% |
Size | medium |
Lifes / Deaths | Killed by armoured skeleton warrior at level 22 on the 11st Shortage 122nd year of Ascendancy at 00:19 / 1 |
Primary Stats
Strength | 31 (base 13) |
Dexterity | 23 (base 10) |
Constitution | 29 (base 10) |
Magic | 93 (base 51) |
Willpower | 33 (base 10) |
Cunning | 60 (base 41) |
Resources
Life | -132/663 |
Mana | 168/387 |
Stamina | 116/220 |
Healing Factor | 1.4024687383468 |
Regeneration | 7.5032077501551 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 5 |
See Stealth | 36.375715479246 |
See Invisible | 39.375715479246 |
Offense: Mainhand
Damage | 35 |
Accuracy | 43 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 10 |
Accuracy | 43 |
Crit Chance | 21% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 24% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +8% |
Light | +19% |
Temporal | +6% |
Arcane | +9% |
Lightning | +56% |
All | 0% |
Offense: Damage Penetration
Temporal | +10% |
Lightning | +29% |
Darkness | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 26 (35.65183292883%) |
Defense | 38 |
Ranged Defense | 38 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 42 |
Mental Save | 39 |
Defense: Resistances
Mind | + 22%( 70%) |
Lightning | + 51%( 70%) |
Light | + 30%( 70%) |
Temporal | + 24%( 70%) |
Darkness | + 44%( 70%) |
Arcane | + 23%( 70%) |
Fire | + 24%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Silence Resistance | 42% |
Disarm Resistance | 46% |
Knockback Resistance | 22% |
Confusion Resistance | 100% |
Stun Resistance | 75% |
Pinning Resistance | 22% |
Instadeath Resistance | 100% |
Blind Resistance | 60% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 228 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 113 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: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 786% 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 Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Technique / Dual techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed sandworm tooth. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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 green worm. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You 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 within1 lumberjacks have died. | done |
Equipment
On feet | ![]() undeterred pair of dwarven-steel boots of evasion (7 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +7 (+3 eff.) Fatigue +3% Silence- +22% Confus- +20% Stun/Frz- +20% Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Mag +10 Wil +10 Con dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +60% Confus- +60% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% arcane +9% light Res.pen +15% lightning Acc +6 (+2 eff.) Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% light Phys.save +5 (+3 eff.) Mind.save +6 (+2 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Resists +3% temporal Crit.chn- 5.00% Max.HP +60.00 Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Mag ----- def ----- Spell.save +10 (+3 eff.) HP.reg +3.00 Stun/Frz- +34% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +8 Defense +10 (+4 eff.) Resists +3% mind +6% fire Spell.save +3 (+1 eff.) Max.HP +21.00 Disarm- +24% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +12% lightning Stun/Frz- +21% Amulets make your neck look great! |
In main hand | ![]() ash starstaff 'Vorerilaith' (15-18 power, 3 apr, lightning element) 5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +2 Wil +4 Con dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Defense +5 (+2 eff.) Resists +3% temporal HP.reg +0.60 Heal.mod +14% ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 100.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Mag +4 Con dps ---------- S.pwr/crit +6 ----- def ----- Armour +7 Defense +6 (+3 eff.) Resists +7% light +7% darkness Phys.save +11 (+6 eff.) HP.reg +1.50 Heal.mod +11% ---------- misc See.Invis +3 A belt that goes around your waist. |
In off hand | ![]() elemental dwarven-steel dagger (14-19 power, 7 apr) 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 14.5 - 18.9 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Create an explosion dealing 98 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +14% lightning Res.pen +14% lightning Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +6% Dmg.mod +3% lightning +6% temporal +8% darkness Res.pen +8% darkness +10% temporal Melee Ret 4 temporal ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness Spell.save +10 (+3 eff.) Stealth +6 ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +18% lightning ----- def ----- Resists +27% lightning +11% all ---------- misc Mana/turn +0.15 Psi/turn +0.16 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +9% mind ----- def ----- Fatigue -5% Crit.chn- 15.00% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.19 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Psionic While equipped: Stats +1 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +10% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% cold Acc +4 (+2 eff.) ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Blind- +21% ---------- misc Infravis +4 See.Stealth +6 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+2 eff.) Resists +20% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight Phys.save +6 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% nature Res.pen +10% lightning Acc +6 (+2 eff.) ----- def ----- Resists +31% nature Phys.save +7 (+4 eff.) Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +4 Resists +11% blight Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+6 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master Power 16.5 - 21.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +31% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Nature Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +8 acid While equipped: Stats +12 Str +5 Dex +9 Mag +12 Wil +7 Cun +9 Con ----- def ----- Resists +3% cold +2% physical Phys.save +6 (+3 eff.) Stun/Frz- +20% ---------- misc Light +3 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +19 cold Massive two-handed swords. |
![]() 3.0 T3 mace 1H weapon [Ego++] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Res.pen +8% physical Acc +15 (+5 eff.) Apr +7 Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Ego] Nature Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.80 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Acc +5 (+2 eff.) ----- def ----- Resists +9% acid +12% light +6% blight +3% fire +3% nature ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +10% fire Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+4 eff.) Res.pen +6% all Acc +11 (+4 eff.) Apr +8 Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight ----- def ----- Resists +9% blight +5% arcane Heal.mod +15% Silence- +10% Teleport- +20% The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +12% acid Res.pen +10% light +15% acid Against +15% Summoned ----- def ----- Resists +3% acid D.Red.from +21% Summoned ---------- misc Light +3 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) Dmg.mod +6% light ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Cun +3 Dex dps ---------- Apr +4 Melee Ret 2 physical ----- def ----- Defense +12 (+5 eff.) Resists +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +8 Str dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Res.pen +10% acid ----- def ----- Resists +3% nature +5% arcane +7% all Mind.save +15 (+5 eff.) ---------- misc See.Invis +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego] Disrupt While equipped: dps ---------- On Melee Ret: * 4% chance to slow global speed by 48% * 5 arcane resource burn ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% all Poison- +25% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Con +3 Mag dps ---------- Phys.crit +4.0% Phys.pwr +4 (+2 eff.) Dmg.mod +3% arcane Res.pen +10% arcane Apr +3 ----- def ----- Armour +3 Fatigue +2% Resists +3% fire ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +1 Cun +2 Con dps ---------- Res.pen +10% fire Apr +5 ----- def ----- Armour +1 Resists +3% fire Phys.save +12 (+6 eff.) Mind.save +10 (+3 eff.) ---------- misc Max.stam +10.00 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +4 Str dps ---------- Crit.mult +10.00% Mov.spd +25% Res.pen +10% light +5% cold Apr +2 ----- def ----- Armour +1 Die.at -60.00 life A pair of boots made of leather. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 100.03 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 light Dmg.mod +5% light Acc +10 (+4 eff.) ----- def ----- Armour +2 Resists +5% light 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Acc +7 (+3 eff.) Apr +5 On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% blight Spell.save +16 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +5 Con ----- def ----- Armour +8 Hardiness +6% Resists +5% physical 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. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +9% acid Max.HP +60.00 Blind- +10% Disarm- +20% ---------- misc See.Invis +3 A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% lightning +9% nature Res.pen +5% lightning Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +6 Cun dps ---------- Crit.mult +10.00% Dmg.mod +15% lightning +18% mind ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +1 Mag ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning Die.at -20.00 life Confus- +20% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 149.4 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% cold Spell.save +9 (+3 eff.) Cut- +10% Teleport- +20% A cap made of leather. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil ----- def ----- Armour +12 Defense +10 (+4 eff.) Fatigue +12% Mind.save +25 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +12 (+4 eff.) Max.HP +28.00 HP.reg +2.00 Heal.mod +12% A suit of armour made of mail. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Nature/Master While equipped: Stats +14 Str +13 Dex +5 Mag +4 Wil +6 Cun dps ---------- Dmg.mod +9% mind Res.pen +25% mind Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +8 Defense +27 (+10 eff.) Fatigue +8% Resists +25% fire Phys.save +13 (+7 eff.) Max.HP +57.00 Disease- +15% A suit of armour made of leather. It was changed by the digestive sack. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 9.0 T2 light armor [Random Unique] Master While equipped: Stats +5 Str +4 Dex +4 Cun dps ---------- Dmg.mod +3% acid +9% temporal ----- def ----- Armour +8 Defense +9 (+4 eff.) Fatigue +7% Resists +24% acid +7% physical +11% darkness +3% temporal ---------- misc Light +2 Track: Puts all charms on 26 cooldown Level 2.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Mov.spd +10% Res.pen +25% blight ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +6% nature +3% arcane Apr +3 ----- def ----- Defense +5 (+2 eff.) Resists +10% nature Die.at -60.00 life Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +6 Dex +2 Mag +2 Con dps ---------- Phys.pwr +33 (+16 eff.) Mov.spd +10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +7 Con ----- def ----- Fatigue -4% Resists +6% cold Crit.chn- 10.00% Knockbk- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Arcane While equipped: Stats +4 Str +3 Mag +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +3% mind ---------- misc Equi/ret +0.04 Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% lightning ----- def ----- Mind.save +8 (+3 eff.) Die.at -40.00 life HP.reg +4.00 Poison- +20% Teleport- +20% ---------- misc Light +4 See.Stealth +9 See.Invis +16 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
![]() 2.0 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +1% physical Die.at -80.00 life Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 6 acid 4 mind On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +9% mind Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Dmg.mod +9% physical On Hit (Melee): * 20% chance to reduce armor by 38% * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +2 Phys.save +9 (+5 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (190 total damage) Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Thordrem the Drem Arcane Blade level 10
19th Wealth 122nd year of Ascendancy at 00:46 see stats
By Thordrem the Drem Arcane Blade level 10
4th Wealth 122nd year of Ascendancy at 04:28 see stats
By Thordrem the Drem Arcane Blade level 20
33rd Dearth 122nd year of Ascendancy at 00:56 see stats
By Thordrem the Drem Arcane Blade level 17
20th Dearth 122nd year of Ascendancy at 22:30 see stats
By Thordrem the Drem Arcane Blade level 19
32nd Dearth 122nd year of Ascendancy at 20:43 see stats
By Thordrem the Drem Arcane Blade level 6
21st Voratun 122nd year of Ascendancy at 14:56 see stats
By Thordrem the Drem Arcane Blade level 13
1st Dearth 122nd year of Ascendancy at 01:48 see stats
By Thordrem the Drem Arcane Blade level 18
23rd Dearth 122nd year of Ascendancy at 01:48 see stats
Log
Corrupted assassin casts Netherblast.
Thunderstorm hits Armoured skeleton warrior for 17 lightning damage.
Thordrem uses Frenzy.
Thordrem uses Blinding Speed.
Thordrem speeds up.
Thordrem casts Chain Lightning.
Thordrem's spell attains critical power!
Corrupted assassin's void star absorbs the damage from Thordrem, converting it into entropy!
Corrupted assassin's Netherblast hits Thordrem for 178 temporal, 104 darkness (282 total damage).
Thordrem hits Armoured skeleton warrior for 362 lightning damage.
Thordrem hits Armoured skeleton warrior for 368 lightning damage.
Thordrem hits Corrupted assassin for (111 to entropy), 136 lightning (136 total damage).
Thordrem killed Armoured skeleton warrior!
Corrupted assassin loses 11 health to the entropy.
Corrupted assassin casts Firebeam.
Corrupted assassin casts Rigor Mortis.
The fabric of space around Thordrem stabilizes to normal.
Thordrem feels death coming!
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior starts to bleed black blood.
Darkness pulsates around corrupted assassin!
Thordrem resists the knockback!
Thordrem teleports some damage to Corrupted assassin!
Armoured skeleton warrior hits Thordrem for 127 physical, 45 physical, 14 light, 15 darkness, 46 physical, 14 light, 15 darkness (277 total damage).
Melee retaliation hits Armoured skeleton warrior for 3 lightning, 4 temporal, 3 lightning, 4 temporal, 3 lightning, 4 temporal (23 total damage).
Corrupted assassin hits Corrupted assassin for 28 teleported, 94 teleported (122 total damage).
Corrupted assassin hits Thordrem for (28 teleported), 0 fire, (94 teleported), 37 cold, 43 darkness (80 total damage).
Thordrem the level 22 drem arcane blade was swallowed by the void to death by an armoured skeleton warrior on level 2 of The Maze.
The furious lightning storm around Thordrem calms down and disappears.