











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 23 / 7% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 23 on the 42nd Haze 122nd year of Ascendancy at 03:41 / 1 |
Primary Stats
| Strength | 23 (base 16) |
| Dexterity | 15 (base 10) |
| Constitution | 28 (base 22) |
| Magic | 10 (base 10) |
| Willpower | 52 (base 35) |
| Cunning | 50 (base 42) |
Resources
| Life | -56/473 |
| Hate | 50/100 |
| Healing Factor | 1.2792673474552 |
| Regeneration | 11.83322296396 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 16 |
| Accuracy | 13 |
| Crit Chance | 16% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +20% |
| Light | +10% |
| Cold | +10% |
| Nature | +8% |
| Physical | +8% |
| Mind | +6% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.413408721348 (65.897138898113%) |
| Defense | 7 |
| Ranged Defense | 7 |
| Fatigue | 16 |
| Physical Save | 30 |
| Spell Save | 28 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 8%( 70%) |
| Cold | + 47%( 70%) |
| All | + 3%( 70%) |
| Physical | + 3%( 70%) |
| Lightning | + 64%( 70%) |
| Light | + 32%( 70%) |
| Temporal | + 23%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 32%( 70%) |
Defense: Immunities
| Stun Resistance | 18% |
| Pinning Resistance | 20% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 556% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 144 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 88 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 Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Shadows | 1.50 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 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 |
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 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 fire 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * '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.' * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bloated horror heart. * You've found the needed xorn fragment. | 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 |
Equipment
| On feet | traveler's pair of rough leather boots of tirelessness (Madness) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +0.40 Max.stam +11.00 Curse of Madness A pair of boots made of leather. |
| Light source | 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.(109 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (Shrouds) (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. Curse of Shrouds Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.10 to 126.30 lightning damage (84.20 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | hardened leather gloves 'Blindscar' (Nightmares) (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Wil +3 Cun dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Phys.save +10 (+5 eff.) Spell.save +3 (+1 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 Max.vim +30.00 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | focusing elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 119 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | marksman's copper ring of lightning (+20%) (Shrouds)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% lightning Acc +4 (+3 eff.) ----- def ----- Resists +20% lightning Rings make your fingers look great! |
| On fingers | Ring of Growth (Nightmares)0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 9/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 225 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
| In main hand | Brandspawn (Shrouds) (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Phasing +30% Melee+ +10 temporal While equipped: dps ---------- Spell.pwr +15 (+8 eff.) S.pwr/crit +8 ----- def ----- Resists +12% fire +8% temporal Spell.save +12 (+6 eff.) Curse of Shrouds One-handed war axes. |
| Around waist | Girdle of the Calm Waters (Shrouds)1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% Curse of Shrouds A belt rumoured to have been worn by the Conclave healers. |
| In off hand | corrosive steel shield of lightning resistance (+10%) (Madness) (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Con dps ---------- On Melee Ret: * 10% chance to reduce armor by 23% ----- def ----- Armour +4 Fatigue +8% Resists +10% acid +16% lightning ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
| Cloak | thick cashmere cloak of the voidstalker (Misfortune) (2 def, 6 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Resists +13% temporal +12% darkness +15% cold Def/telep +10 Res/telep +10% Dur/telep +13% Curse of Misfortune Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Huryrab the Sootward (Shrouds) (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +17% lightning +5% arcane +9% darkness HP.reg +4.00 Pinning- +20% Curse of Shrouds A suit of armour made of mail. |
Inventory
healing infusion of the sneak (heal 141; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the wizard (die at -252; dur 6; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -252 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 504 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 428; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 428 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical, physical; dur 2; cd 14)0.1 infusion scroll [Normal] 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 and physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (358.00 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 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 358.00 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. |
shielding rune (absorb 50; dur 4; cd 15)0.1 rune scroll [Normal] 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 create a protective shield absorbing at most 50 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
cleansing copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Dex ----- def ----- Resists +12% nature +11% blight Poison- +22% Disease- +20% Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Pinning- +22% Knockbk- +22% Amulets make your neck look great! |
copper quartz ring0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
copper ring of frost (+20%) (Madness)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings make your fingers look great! |
pixie's copper ring of blight (+11%) (Shrouds)0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +6 (+3 eff.) Dmg.mod +11% blight ----- def ----- Resists +11% blight Rings make your fingers look great! |
Dairadil0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun ----- def ----- Defense +18 (+15 eff.) Resists +3% temporal +6% light +12% mind Pinning- +20% Rings make your fingers look great! |
mule's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: dps ---------- Dmg.mod +11% mind ----- def ----- Fatigue -4% Resists +11% mind ---------- misc Max.enc +20 Rings make your fingers look great! |
steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
warrior's steel ring of corrosion (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +4 Resists +24% acid Rings make your fingers look great! |
earthen ash magestaff of power (Shrouds) (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Hardiness +4% Phys.save +2 (+1 eff.) ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
truestriking steel greatsword of crippling (Madness) (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master Power 24.0 - 38.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Res.pen +12% physical Acc +7 (+4 eff.) Apr +9 Curse of Madness Massive two-handed swords. |
steel longsword 'Chalasin' (Nightmares) (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +9 nature While equipped: dps ---------- Mind.crit +4% Res.pen +20% mind ---------- misc Psi/ret +0.12 Hate/m.crit +4.00 Curse of Nightmares Sharp, long, and deadly. |
Sword of Potential Futures (Corpses) (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 Dex 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Curse of Corpses Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
voratun waraxe 'Brenylach' (Madness) (40-56 power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane Power 40.0 - 56.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +19 light Against +5% Undead On Hit.r1 +6 fire On Crit.r2 +4 acid On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 While equipped: Stats +4 Cun +1 Str dps ---------- Dmg.mod +12% acid ----- def ----- Resists +6% acid Curse of Madness One-handed war axes. |
steel dagger 'Zeblek' (Corpses) (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to reduce all saves and defense by 26 While equipped: Stats +4 Con dps ---------- Acc +18 (+10 eff.) ----- def ----- Defense +8 (+8 eff.) Phys.save +18 (+9 eff.) Disarm- +26% ---------- misc Stam/turn +3.00 Max.stam +20.00 Curse of Corpses Sharp, short and deadly. |
acidic dwarven-steel dagger (Corpses) (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Curse of Corpses Sharp, short and deadly. |
arcing dwarven-steel dagger of paradox (Shrouds) (18-23 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage While equipped: ----- def ----- Resists +6% temporal Curse of Shrouds Sharp, short and deadly. |
Emovena the vined mindstar (Nightmares) (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% nature ----- def ----- Resists +2% blight +3% temporal Phys.save +3 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +2 (+1 eff.) Max.HP +10.00 HP.reg +0.50 Disease- +12% Silence- +20% Disarm- +20% ---------- misc Equi/ret +0.60 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of sand (Madness) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+1 eff.) Melee+ 6 physical Dmg.mod +5% physical Res.pen +7% physical ----- def ----- Resists +8% physical ---------- misc Talents +1 Attune Mindstar Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady cured leather sling of cold (Corpses)4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 cold While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +8% cold Acc +8 (+5 eff.) Curse of Corpses Slings are used to hurl stones or metal shots at your foes. |
warden's dwarven-steel steamgun of piercing (Nightmares)4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego++] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Mag dps ---------- Dmg.mod +7% temporal +7% physical Res.pen +6% physical +8% temporal +5% all Acc +13 (+7 eff.) Apr +8 ---------- misc Reload +3 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed pouch of dwarven-steel shots of crippling (18/18, 41-49 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego++] Master Power 41.0 - 49.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +20.0% Capacity 18 On Crit: * Wound the target dealing 73 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Amudin the steel shield (Corpses) (0 def, 4 armour, 79.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 7 fire ----- def ----- Armour +4 Fatigue +8% Spell.save +3 (+1 eff.) Max.HP +100.00 Poison- +10% Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Curse of Corpses Handheld deflection devices. |
steel shield (Misfortune) (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
steel shield (Nightmares) (0 def, 4 armour, 40 block)7.0 T2 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Curse of Nightmares Handheld deflection devices. |
wrathful dwarven-steel shield of physical resistance (+5%) (Misfortune) (0 def, 6 armour, 79 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 50 light and fire damage to each enemy blocked ----- def ----- Armour +6 Fatigue +8% Resists +5% fire +7% light +13% physical ---------- misc Talents +1 Block Curse of Misfortune Handheld deflection devices. |
spellwoven woollen robe of darkness (+22%) (Misfortune) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +22% darkness +9% all Spell.save +16 (+8 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic cured leather armour of temporal resistance (Misfortune) (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +15% temporal +11% light +11% darkness Curse of Misfortune A suit of armour made of leather. |
volcanic hardened leather armour (Madness) (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +9 (+9 eff.) Fatigue +8% Resists +10% fire +22% physical Curse of Madness A suit of armour made of leather. |
Iron Mail of Bloodletting (Shrouds) (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Curse of Shrouds Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
impenetrable steel mail armour of fire resistance (Nightmares) (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +12% Resists +17% fire Curse of Nightmares A suit of armour made of mail. |
prismatic dwarven-steel mail armour of command (Nightmares) (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Arcane/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +10 (+10 eff.) Fatigue +12% Resists +10% light +13% darkness Mind.save +15 (+8 eff.) Curse of Nightmares A suit of armour made of mail. |
Daimefast the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +10 (+10 eff.) Resists +3% mind +3% fire Phys.save +5 (+3 eff.) Spell.save +6 (+3 eff.) Blind- +10% Curse of Nightmares A belt that goes around your waist. |
grounding rough leather belt of life (Shrouds)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.90 Heal.mod +10% Curse of Shrouds A belt that goes around your waist. |
rough leather belt of unlife (Misfortune)1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. Curse of Misfortune A belt that goes around your waist. |
hardened leather gloves (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+2) (Shrouds) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Armour +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed rough leather cap of strength (+5) (Madness) (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +5 Str ----- def ----- Armour +1 Fatigue +1% Curse of Madness Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 42.0 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
grounding rough leather cap of strength (+2) (Corpses) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal Curse of Corpses A cap made of leather. |
mindcaging iron helm of might (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Str +3 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +10% mind Mind.save +12 (+6 eff.) Confus- +20% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Floespiker' (Shrouds) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Dex +5 Wil +1 Con dps ---------- Res.pen +10% cold ----- def ----- Armour +4 Fatigue +4% Resists +17% blight Crit.chn- 10.00% Mind.save +5 (+3 eff.) Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Goridig' (Corpses) (15 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Defense +15 (+14 eff.) Fatigue +4% Resists +12% acid +3% cold +9% temporal Heal.mod +5% Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
6 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. |
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. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +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. |
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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Earth Master (Roguelike)
Killed Harkor'Zun.By Orann the Cornac Doomed level 22
41st Haze 122nd year of Ascendancy at 16:56 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Orann the Cornac Doomed level 18
9th Haze 122nd year of Ascendancy at 12:39 see stats
Level 10 (Roguelike)
Got a character to level 10.By Orann the Cornac Doomed level 10
21st Dusk 122nd year of Ascendancy at 05:31 see stats
Level 20 (Roguelike)
Got a character to level 20.By Orann the Cornac Doomed level 20
19th Haze 122nd year of Ascendancy at 10:38 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Orann the Cornac Doomed level 9
17th Dusk 122nd year of Ascendancy at 04:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Orann the Cornac Doomed level 16
71st Dusk 122nd year of Ascendancy at 21:37 see stats
The sky is falling! (Roguelike)
Saw a huge meteor falling from the sky.By Orann the Cornac Doomed level 14
61st Dusk 122nd year of Ascendancy at 05:40 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Orann the Cornac Doomed level 19
11st Haze 122nd year of Ascendancy at 15:35 see stats
Log
Storm drake hatchling has been weakened.
You have deflected 1 incoming damage!
Thunderstorm hits Orann for (1 deflected), (1 to ice), 1 lightning (1 total damage).
You have deflected 8 incoming damage!
Hurricane from Urkis, the High Tempest hits Orann for (8 deflected), (4 to ice), 6 lightning (6 total damage).
Urkis, the High Tempest is not stunned anymore.
You have deflected 4 incoming damage!
Thunderstorm hits Orann for (4 deflected), (2 to ice), 3 lightning (3 total damage).
You have deflected 20 incoming damage!
Hurricane from Urkis, the High Tempest hits Orann for (20 deflected), (9 to ice), 13 lightning (13 total damage).
You have deflected 9 incoming damage!
Thunderstorm hits Orann for (9 deflected), (4 to ice), 6 lightning (6 total damage).
You have deflected 24 incoming damage!
Hurricane from Urkis, the High Tempest hits Orann for (24 deflected), (10 to ice), 15 lightning (15 total damage).
Orann uses Dark Torrent.
Orann hits Iceblock for 98 darkness damage.
Worm that walks casts Drain.
You have deflected 32 incoming damage!
The protective shield of Urkis, the High Tempest disappears.
Urkis, the High Tempest's is no longer weakened.
Urkis, the High Tempest's spell attains critical power!
Orann resists!
Worm that walks hits Orann for (32 deflected), (38 to ice), 57 blight (57 total damage).
Thunderstorm hits Orann for (20 to ice), 30 lightning (30 total damage).
Urkis, the High Tempest casts Lightning.
Urkis, the High Tempest hits Orann for (84 to ice), 127 lightning (127 total damage).
Orann the level 23 cornac doomed was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.







































































































