










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod 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:
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 Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.7.6Donators/Buyers bonus! Wall Clock 1.7.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Rage Quit 1.7.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 Steam Civilian Massacre 1.1.5Creates an event where you can invade a civilian shelter of steam giants, for fun and profit. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 20 / 86% |
| Size | medium |
| Lifes / Deaths | Killed by Mayosewen the gigantic gravity worm at level 20 on the 62nd Haze 122nd year of Ascendancy at 23:24 / 1 |
Primary Stats
| Strength | 39 (base 12) |
| Dexterity | 63 (base 31) |
| Constitution | 60 (base 47) |
| Magic | 10 (base 10) |
| Willpower | 14 (base 10) |
| Cunning | 26 (base 19) |
Resources
| Life | -25/648 |
| Stamina | 44/167 |
| Healing Factor | 1.3300507772247 |
| Regeneration | 0.33251269430618 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +54.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 29.602579952692 |
| See Invisible | 34.602579952692 |
Offense: Mainhand
| Damage | 99 |
| Accuracy | 50 |
| Crit Chance | 17% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Temporal | +3% |
| Lightning | +12% |
| Physical | +3% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +23% |
| Temporal | +5% |
| Mind | +5% |
| Cold | +8% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 12 (69.687909656376%) |
| Defense | 57 |
| Ranged Defense | 57 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 11 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Physical | + 24%( 70%) |
| Cold | + 21%( 70%) |
| All | + 15%( 70%) |
| Darkness | + 20%( 70%) |
| Light | + 20%( 70%) |
| Temporal | + 21%( 70%) |
| Lightning | + 25%( 70%) |
| Fire | + 20%( 70%) |
| Mind | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Pinning Resistance | 22% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 5/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.00 |
| 0/5 |
| 0/5 |
| 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 repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | Aduwen the quiver of ash arrows (14/18, 44-61 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master Power 43.5 - 60.9 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +12.5% Capacity 18 Proj.spd +200% Ranged+ +8 blight +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Harondur the Prismmortal2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +1 Wil +5 Con ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +7 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 | Nidumas the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +2 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +7% temporal ---------- misc Infravis +3 A cap made of leather. |
| Tool | Ebonypain [power 122] (13/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Defense +10 (+3 eff.) Spell.save +3 (+3 eff.) Silence- +10% Stun/Frz- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +24.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
| On fingers | Bokadil the Carrionreign0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +3% mind Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 43% * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% mind Phys.save +4 (+1 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt 'Shockrune'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Res.pen +15% lightning Melee Ret 2 light 2 lightning ----- def ----- Resists +6% light +6% darkness ---------- misc Light +2 Infravis +2 See.Invis +3 A belt that goes around your waist. |
| In main hand | stormbringer's ash longbow of lightning4.0 T2 longbow 2H weapon [Ego+] Arcane/Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 lightning On Crit.r2 +20 lightning +8 cold While equipped: dps ---------- Mov.spd +42% Dmg.mod +12% lightning Res.pen +8% lightning +8% cold Longbows are used to shoot arrows at your foes. |
| On hands | sand rough leather gloves (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Elathra the cured leather armour (11 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Dex dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +3% temporal Res.pen +5% temporal Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +11 (+3 eff.) Fatigue +7% Resists +5% acid +10% physical +7% cold +6% lightning +6% fire Phys.save +22 (+7 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of leather. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | Korekalthodin the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Dex +3 Wil +3 Con dps ---------- Spell.pwr +15 (+7 eff.) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +60.00 Amulets make your neck look great! |
Inventory
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 24 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. |
shatter afflictions rune of the duelist (absorb 85; cd 15)0.1 rune scroll [Ego] Arcane 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 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 85 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the sneak (absorb 155; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 155 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Glintbiter'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% light Melee Ret 2 light ----- def ----- Resists +9% acid +13% temporal +3% cold Pinning- +42% Knockbk- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
Gleriath the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +12% mind Apr +4 ----- def ----- Mind.save +7 (+3 eff.) Confus- +26% ---------- misc Psi/ret +0.20 Rings make your fingers look great! |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
balanced dwarven-steel dagger of phasing (20-26 power, 18 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +6.0% Atk.spd 100% Phasing +10% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +8 (+3 eff.) Disarm- +27% Sharp, short and deadly. |
steel greatmaul 'Chargebraze' (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Nature Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +16 lightning +13 nature +16 light While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +12% lightning Massive two-handed mauls. |
flaming dwarven-steel greatsword of daylight (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 37.5 - 60.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +7 light Against +12% Undead On Hit.r1 +9 fire Massive two-handed swords. |
chilling steel mace of paradox (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 temporal +7 cold While equipped: ----- def ----- Resists +5% temporal Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
yew magestaff 'Stormimmortal' (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Con dps ---------- Spell.crit +3% Spell.pwr +14 (+7 eff.) Dmg.mod +20% cold +3% nature +12% mind Res.pen +5% lightning ----- def ----- Resists +3% mind +18% lightning HP.reg +0.80 Heal.mod +18% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
hardened leather belt 'Layotta'1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +25 (+9 eff.) Mind.pwr +19 (+10 eff.) Res.pen +10% mind Apr +2 ----- def ----- Resists +2% physical Phys.save +9 (+3 eff.) A belt that goes around your waist. |
hardened leather belt 'Tidefurnace'1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% physical +15% cold ----- def ----- Armour +4 Defense +10 (+3 eff.) Resists +3% physical HP.reg +1.40 Heal.mod +20% A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
Glorykira the Blizzardblast (9 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Defense +9 (+3 eff.) Resists +3% physical +5% arcane +12% cold Phys.save +9 (+3 eff.) Pinning- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glareradiance' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +5% light +20% blight Melee Ret 2 light 2 temporal ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+6 eff.) Mind.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. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Getadevon (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +2 Mag +2 Cun ----- def ----- Armour +9 Fatigue +3% Resists +9% acid +5% fire +9% cold +5% arcane +7% lightning ---------- 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. |
Growveil (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Dex +6 Cun +8 Lck dps ---------- Mind.crit +2% Dmg.mod +3% mind Melee Ret 4 nature ----- def ----- Armour +3 Stealth +5 ---------- misc Equi/ret +0.08 Max.psi +20.00 Light +3 A pair of boots made of leather. |
Porewen the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun +1 Dex ----- def ----- Armour +3 Resists +6% lightning +9% temporal +12% nature Spell.save +3 (+3 eff.) ---------- misc See.Invis +9 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Winterresolve' (25 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 physical ----- def ----- Armour +3 Defense +25 (+7 eff.) Resists +12% acid +6% cold Phys.save +12 (+4 eff.) ---------- misc Stam/turn +0.60 Max.stam +37.00 A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +5 (+1 eff.) ---------- misc Max.enc +23 Stam/turn +0.30 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Nerunne (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +2 Cun +3 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 Resists +6% light +6% darkness HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Infravis +1 See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 45.72 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+4 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 61.14 mind damage and cripples the target's higher mental functions, reducing cunning by 7 and confusing (23% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 29.13 to 87.40 lightning damage (58.26 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Corruptiontitan (0 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% light Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +6 Fatigue +4% ---------- misc Light +3 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Murktooth' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Dmg.mod +15% acid +9% cold +6% darkness Melee Ret 2 acid 2 darkness ----- def ----- Armour +4 Fatigue +4% Resists +6% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+0 eff.) Resists +15% light A pointy cloth hat, very wizardly... |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 15 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +12% Resists +17% cold A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Tidetide (23/23, 55-77 power, 18 apr)3.0 T5 arrow ammo [Random Unique] Arcane Power 55.0 - 77.0 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 23 Rld cld 3 Ranged+ +20 cold On Hit.r1 +12 cold +29 fire On Crit.r2 +16 cold Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Shiverwoe' (20/20, 34-48 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Nature/Master/Psionic Power 34.0 - 47.6 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +10.5% Capacity 20 Ranged+ +18 cold +14 physical On Hit.r1 +8 cold On Crit.r2 +11 cold On Hit: * 20% chance to slow global speed by 43% * 10 arcane resource burn * 20% chance to knock the target back 3 spaces and deal 94 physical damage On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows of wind (20/20, 24-33 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 23.5 - 32.9 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 20 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 127 physical damage Arrows are used with bows to pierce your foes to death. |
quiver of elm arrows (19/19, 12-18 power, 5 apr)3.0 T1 arrow ammo [Normal] Power 12.5 - 17.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 19 Arrows are used with bows to pierce your foes to death. |
8 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. |
244 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. |
Ravenkarma (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% darkness +6% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 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 22 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 67.91 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.91 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.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Healdare'2.0 T1 lite [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +5.00% Dmg.mod +12% physical Res.pen +5% nature Melee Ret 6 blight ----- def ----- Defense +5 (+2 eff.) Resists +1% physical ---------- 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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 92.42 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Rod of Recall (2/2)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. |
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. |
powerful elm totem of healing [power 116] (13/13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Shadeburst the yew wand of shielding [power 248] (13/17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Apr +2 ----- def ----- Defense +15 (+4 eff.) Resists +6% darkness ---------- misc Light +3 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Gaol the Skeleton Archer level 7
6th Flare 122nd year of Ascendancy at 12:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Gaol the Skeleton Archer level 10
17th Dusk 122nd year of Ascendancy at 16:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Gaol the Skeleton Archer level 20
4th Haze 122nd year of Ascendancy at 08:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Gaol the Skeleton Archer level 11
19th Dusk 122nd year of Ascendancy at 10:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Gaol the Skeleton Archer level 15
50th Dusk 122nd year of Ascendancy at 03:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Gaol the Skeleton Archer level 16
62nd Dusk 122nd year of Ascendancy at 05:54 see stats
Log
Gaol uses Flare.
Mayosewen the gigantic gravity worm resists the blinding flare!
Talent Rune: Shielding is ready to use.
Gaol shoots!
Gaol's Shoot performs a ranged critical strike against Mayosewen the gigantic gravity worm!
Mayosewen the gigantic gravity worm is cut deeply.
Gaol's Shoot hits Mayosewen the gigantic gravity worm for 107 physical, 8 lightning, 4 temporal, 7 blight, 20 lightning, 9 cold (155 total damage).
Mayosewen the gigantic gravity worm uses Block.
Deep Wound from Gaol hits Mayosewen the gigantic gravity worm for 43 physical damage.
The shield around Gaol crumbles.
Gaol shoots!
Gaol's Shoot hits Mayosewen the gigantic gravity worm for (58 blocked), 0 physical, (8 blocked), 0 lightning, (4 blocked), 0 temporal, (7 blocked), 0 blight (0 total damage).
Mayosewen the gigantic gravity worm uses Shield Pummel.
Gaol resists the shield bash!
Mayosewen the gigantic gravity worm hits Gaol for 88 physical, 98 physical (186 total damage).
Melee retaliation hits Mayosewen the gigantic gravity worm for 2 lightning, 4 temporal, 2 light, 2 lightning, 4 temporal, 2 light (16 total damage).
Deep Wound from Gaol hits Mayosewen the gigantic gravity worm for (43 blocked), 0 physical (0 total damage).
Gaol conjures a lightning storm from his Ebonypain!
Mayosewen the gigantic gravity worm resists!
Gaol's dazing lightning area effect hits Mayosewen the gigantic gravity worm for 24 lightning damage.
Mayosewen the gigantic gravity worm uses Shield Slam.
Mayosewen the gigantic gravity worm performs a melee critical strike against Gaol!
Mayosewen the gigantic gravity worm hits Gaol for 87 physical, 5 physical, 8 light, 31 physical (132 total damage).
Melee retaliation hits Mayosewen the gigantic gravity worm for 2 lightning, 4 temporal, 2 light, 2 lightning, 4 temporal, 2 light, 2 lightning, 4 temporal, 2 light (24 total damage).
Deep Wound from Gaol hits Mayosewen the gigantic gravity worm for 43 physical damage.
Gaol the level 20 skeleton archer was battered to death by Mayosewen the gigantic gravity worm on level 1 of Sandworm lair.














































































































