











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix 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:
Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Archer |
| Level / Exp | 24 / 31% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 24 on the 31st Regrowth 123rd year of Ascendancy at 03:13 / 1 |
Primary Stats
| Strength | 55 (base 48) |
| Dexterity | 58 (base 54) |
| Constitution | 23 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 36 (base 10) |
| Cunning | 20 (base 12) |
Resources
| Life | -95/569 |
| Stamina | 120/144 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 2.4972799976597 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +4.4408920985006E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 21.388114253578 |
| See Invisible | 21.388114253578 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 70 |
| Crit Chance | 6% |
| APR | 11 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +9% |
| Acid | +12% |
| Nature | +24% |
| Darkness | +19% |
| Cold | +24% |
| Physical | +18% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +14% |
| Fire | +10% |
| Physical | +8% |
Defense: Base
| Armour (hardiness) | 19 (69.687909656376%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 17 |
| Mental Save | 22 |
Defense: Resistances
| Nature | + 40%( 70%) |
| Lightning | + 46%( 70%) |
| Light | + 42%( 70%) |
| Cold | + 44%( 70%) |
| Blight | + 40%( 70%) |
| Mind | + 40%( 70%) |
| Fire | + 44%( 70%) |
| All | + 37%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 45% |
| Poison Resistance | 10% |
| Blind Resistance | 10% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and physical effect and reduce all damage taken by 22% for 4 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 270 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Class Talents
| Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Effects
| talent | Aim |
| talent | Intuitive Shots |
| talent | Trained Reactions |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target ignores pain, reducing all damage taken by 22%. Pain Suppression |
| detrimental effect | Corned Beef is fed upon by Lisynor the ghoul. Fed Upon |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by wolf. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by Islynne the multi-hued drake hatchling. Escort: worried loremaster (level 2 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed red crystal shard. * '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.' 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 orc heart. * You've found the needed giant spider spinneret. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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! | 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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Yvikira the Shinepeal (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Crit.mult +10.00% Acc +20 (+5 eff.) Apr +1 Melee Ret 2 light ----- def ----- Armour +1 Die.at -20.00 life Disengage: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Quiver | psychokinetic quiver of yew arrows of amnesia (7/19, 136% power, 10 apr)3.0 T3 arrow ammo [Ego++] Psionic Power 137% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 Ranged+ +11 physical On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 20% chance to knock the target back 3 spaces and deal 114 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | Prismknight1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +18% cold Melee Ret 10 acid ----- def ----- Resists +9% light Max.HP +64.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Tidequeller (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Mag +2 Wil +4 Cun +2 Con dps ---------- Melee Ret 4 cold ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | ash wand of shielding 'Ichorwrack' [power 194] (17/17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +24% nature +3% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +6% nature Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 57.04 You won the Ring of Blood trial, and this is your reward. |
| Around waist | rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | swiftstrike ash longbow of enduring4.0 T2 longbow 2H weapon [Ego++] Nature/Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Proj.spd +200% While equipped: Stats +11 Wil +2 Cun +11 Con dps ---------- Phys.spd +10% ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
| On hands | Swampnigh the rough leather gloves (0 def, 11 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 physical Dmg.mod +4% physical On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +11 Mind.save +3 (+2 eff.) Poison- +10% 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 | cashmere robe 'Infernobraze' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +9% fire +14% physical +19% darkness +6% cold Res.pen +8% physical +14% darkness +10% fire ----- def ----- Resists +12% cold +12% fire +11% all ---------- misc Max.hate +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | cashmere cloak 'Oleyon' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% ----- def ----- Defense +2 (+1 eff.) Resists +6% mind Phys.save +5 (+2 eff.) Mind.save +10 (+5 eff.) Die.at -50.00 life Blind- +10% ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 287; 17 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 287 life over 5 turns. Its effects scale with your Strength 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 warrior (res 26%; magical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 26% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 26 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. |
Rune of the Rift (294.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 294.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 14; blocks 2; dur 4; cd 13)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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 14 up to 2 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. |
Infernospar0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck +4 Str dps ---------- Dmg.mod +6% physical Res.pen +10% fire +10% physical Acc +7 (+1 eff.) Apr +4 ----- def ----- Armour +8 Defense +6 (+2 eff.) Unseen.red 12% Amulets make your neck look great! |
copper amulet 'Barkroar'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +9% nature Melee Ret 2 light ----- def ----- Resists +9% nature ---------- misc Light +2 Amulets make your neck look great! |
starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% light +10% darkness Blind- +22% Amulets make your neck look great! |
copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +2 Cun +3 Mag dps ---------- Spell.pwr +6 (+6 eff.) Rings make your fingers look great! |
psionicist's gold ring0.1 T3 ring jewelry [Ego] Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) Rings make your fingers look great! |
savior's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +6 (+3 eff.) Spell.save +7 (+5 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 10 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
Aromina the Fogvortex4.0 T1 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +4 darkness +4 mind On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +3 Dex +2 Mag dps ---------- Dmg.mod +6% mind Longbows are used to shoot arrows at your foes. |
Surefire4.0 T1 longbow 2H weapon [Unique] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
ash longbow 'Belyldir'4.0 T2 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit.r1 +20 acid While equipped: Stats +5 Dex +4 Mag +7 Wil +4 Cun dps ---------- Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
yew longbow 'Drugorn'4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +8 acid On Hit: * 20% chance to reduce armor by 17% While equipped: Stats +5 Str +4 Mag +2 Cun +2 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +25% acid Longbows are used to shoot arrows at your foes. |
Koruthel the Fogspar1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +5.00% Dmg.mod +6% light +9% darkness Res.pen +15% mind ----- def ----- Resists +6% cold +6% fire A belt that goes around your waist. |
Cyrulemira the linen cloak (7 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +4 Defense +7 (+2 eff.) Resists +1% physical +5% arcane +6% light Phys.save +9 (+4 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +12% cold Spell.save +5 (+4 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layusevea the Festerspawn (15 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +10.00% Dmg.mod +13% nature Acc +10 (+2 eff.) Melee Ret 4 nature ----- def ----- Defense +15 (+5 eff.) Resists +19% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+11 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Yvubeth the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +3% temporal +3% darkness +3% nature +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +12 (+9 eff.) Dmg.mod +9% all ----- def ----- Resists +9% all ---------- misc Mana/turn +0.13 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eryroddachik the Galewarden (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Str +1 Mag +5 Wil +1 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
pair of iron boots 'Snowhacker' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% mind +2% physical +5% arcane +3% cold Phys.save +6 (+3 eff.) Spell.save +5 (+4 eff.) Mind.save +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Xanomina' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Mag dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Armour +1 Resists +5% cold +6% fire ---------- misc Hate/m.crit +3.00 Light +1 A pair of boots made of leather. |
Arcriver (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Wil +6 Mag dps ---------- Crit.mult +15.00% Phys.pwr +30 (+8 eff.) Spell.pwr +7 (+7 eff.) Melee+ 10 arcane Dmg.mod +6% arcane Acc +30 (+7 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +6% lightning 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. |
steady dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane Acc +6 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +20% 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. |
temporal dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+6 eff.) Melee+ 8 arcane 11 temporal Ranged+ 8 temporal Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +7% temporal 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. |
Anorovor the Glitterzephyr (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- S.pwr/crit +2 Res.pen +10% light Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Spell.save +9 (+6 eff.) ---------- misc Light +1 A cap made of leather. |
Malydurion the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Wil +2 Mag dps ---------- Crit.mult +10.00% Dmg.mod +9% temporal Res.pen +5% blight +10% arcane ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +7% fire +6% cold +8% lightning ---------- misc Max.mana +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Issuharazor' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Str +3 Wil +1 Con dps ---------- Dmg.mod +12% lightning +12% mind ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +9% mind +9% darkness Crit.chn- 10.00% A pointy cloth hat, very wizardly... |
linen wizard hat 'Yvyda' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- S.pwr/crit +2 Melee Ret 2 blight ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+4 eff.) ---------- misc Mana/turn +0.08 Max.mana +20.00 A pointy cloth hat, very wizardly... |
Siledhena the hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Rare] Nature While equipped: Stats +3 Dex +3 Wil +2 Con dps ---------- Crit.mult +15.00% ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% blight +1% physical +15% darkness Die.at -80.00 life ---------- misc Light +2 A suit of armour made of leather. |
troll-hide hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Max.HP +69.00 HP.reg +10.60 Heal.mod +23% A suit of armour made of leather. |
barbed quiver of elm arrows of grasping (19/19, 125% power, 5 apr)3.0 T1 arrow ammo [Ego++] Nature/Master Power 125% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +9.0% Capacity 19 On Hit: * 20% chance to create vines that bind the target to the ground dealing 114 nature damage and pinning them for 3 turns On Crit: * Wound the target dealing 224 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
6 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. |
305 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. |
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. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 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. |
iron pickaxe 'Borigakor' (dig speed 28 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +4 Str +1 Dex +5 Mag +1 Con ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
Dagatir the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +8% mind Res.pen +10% physical ----- def ----- Resists +15% temporal Phys.save +3 (+1 eff.) Spell.save +9 (+6 eff.) Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
Turykath the Murkslice2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +25% darkness +5% fire Melee Ret 4 nature ----- def ----- Resists +3% darkness Blind- +22% Confus- +11% ---------- misc Light +7 See.Stealth +5 See.Invis +5 Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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 (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. |
elm totem of healing 'Shadereign' [power 116] (17/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind ----- def ----- Resists +9% darkness Stun/Frz- +10% Knockbk- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing elm totem of stinging [power 116] (17/13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 144 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. 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. |
piercing ash wand of shielding [power 194] (17/17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
4 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. |
3 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 (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Corned Beef the Cornac Archer level 16
35th Haze 122nd year of Ascendancy at 16:11 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Corned Beef the Cornac Archer level 20
8th Allure 123rd year of Ascendancy at 14:46 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Corned Beef the Cornac Archer level 10
1st Mirth 122nd year of Ascendancy at 22:28 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Corned Beef the Cornac Archer level 20
62nd Haze 122nd year of Ascendancy at 05:26 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Corned Beef the Cornac Archer level 20
5th Allure 123rd year of Ascendancy at 06:20 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Corned Beef the Cornac Archer level 10
2nd Mirth 122nd year of Ascendancy at 14:15 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Corned Beef the Cornac Archer level 10
9th Mirth 122nd year of Ascendancy at 09:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Corned Beef the Cornac Archer level 19
58th Haze 122nd year of Ascendancy at 16:37 see stats
Log
Shadow casts Shadow Lightning.
Shadow hits Corned Beef for 120 lightning damage.
Shadow casts Shadow Lightning.
Shadow hits Corned Beef for 97 lightning damage.
LIFE LOST WARNING!
Corned Beef casts Rune: Shatter Afflictions.
Corned Beef is no longer pinned.
A shield forms around Corned Beef.
Corned Beef uses Infusion: Wild.
Corned Beef lessens the pain.
Corned Beef activates her ash wand of shielding 'Ichorwrack'!
The shield around Corned Beef crumbles.
A shield forms around Corned Beef.
Lisynor the ghoul's creeping dark strikes Corned Beef in the darkness (+41% damage).
Lisynor the ghoul's creeping dark hits Corned Beef for (50 absorbed), 0 darkness (0 total damage).
Lisynor the ghoul's creeping dark hits Corned Beef for (30 absorbed), 0 darkness (0 total damage).
Lisynor the ghoul uses Willful Strike.
Lisynor the ghoul's mind surges with critical power!
Corned Beef reacts to damage from Lisynor the ghoul, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Corned Beef crumbles.
Corned Beef was blasted back 2 spaces!
Lisynor the ghoul strikes Corned Beef in the darkness (+41% damage).
Lisynor the ghoul hits Corned Beef for (29 reacted , -3 stam), (115 absorbed), 131 physical (131 total damage).
Shadow casts Blindside.
Shadow performs a melee critical strike against Corned Beef!
Melee retaliation hits Shadow for 11 acid, 4 light, 5 cold (20 total damage).
Shadow hits Corned Beef for 98 physical damage.
Shadow casts Blindside.









































































































