











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Gunsnixed Lite 1.7.0Increases the minimum spawn level of Gunsnake from the Embers of Rage DLC (required) from 8 to 15. (In theory, it could still appear at an earlier level depending on out-of-depth checks in zone generation, but the likelihood of that should be significantly reduced.) Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
True Full Respec Mastery Boost 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Insane Adventure |
| Sex | Female |
| Race | Krog |
| Class | Wyrmic |
| Level / Exp | 24 / 8% |
| Size | big |
| Lifes / Deaths | no deaths recorded 6 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 69 (base 54) |
| Dexterity | 14 (base 10) |
| Constitution | 14 (base 12) |
| Magic | 1 (base 1) |
| Willpower | 76 (base 54) |
| Cunning | 28 (base 13) |
Resources
| Life | 914/942 |
| Equilibrium | 0 |
| Healing Factor | 1.2820098943911 |
| Regeneration | 13.612347274596 |
Speed
| Mental | +2.9072344087937% |
| Attack | +2.9072344087937% |
| Movement | +97.317881892239% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 46 |
| Crit Chance | 33% |
| APR | 20 |
| Speed | 0.97 |
Offense: Offhand
| Damage | 55 |
| Accuracy | 46 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 1 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 19% |
| Speed | 0.9717489793065 |
Offense: Damage Bonus
| Acid | +30% |
| Blight | +15% |
| Arcane | +12% |
| Cold | +12% |
| All | 0% |
| Lightning | +17% |
| Light | +10% |
| Physical | +15% |
| Mind | +3% |
| Darkness | +12% |
| Fire | +36% |
| Nature | +32% |
Offense: Damage Penetration
| Acid | +19% |
| Blight | +19% |
| Physical | +19% |
| Cold | +48% |
| All | 0% |
| Darkness | +24% |
| Lightning | +41% |
| Mind | +15% |
| Fire | +24% |
| Nature | +29% |
Defense: Base
| Armour (hardiness) | 38.723073231957 (96.438666929426%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 21 |
| Physical Save | 41 |
| Spell Save | 33 |
| Mental Save | 55 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 2%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 14%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 11%( 70%) |
| Physical | + 22%( 70%) |
| Lightning | + 70%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Disarm Resistance | 26% |
| Confusion Resistance | 33% |
| Knockback Resistance | 60% |
| Stun Resistance | 72% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 528% 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 Dexterity 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 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 75 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 physical effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Meditation |
| beneficial effect | You gain 18% resistance against acid. Resolve |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed pouch of faeros ash. * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed red crystal shard. 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 bear paw. * You've found the needed green worm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | Turumnir the Plagueglamour (5 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Str +3 Wil +2 Cun dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% mind +3% physical On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(131 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Ivyna (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% acid ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning Mind.save +12 (+4 eff.) Max.HP +40.00 HP.reg +4.00 A cap made of leather. |
| On hands | Stokegrinder (15 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 10 lightning Dmg.mod +5% lightning +6% fire Res.pen +5% fire Acc +12 (+4 eff.) ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +6% lightning +2% physical Die.at -40.00 life 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. |
| Tool | Issaharadig [power 225] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Acc +10 (+4 eff.) Apr +4 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 130 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Bylach the Fireoblivion0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 24% ----- def ----- Fatigue -4% Resists +12% fire Mind.save +6 (+2 eff.) Confus- +23% ---------- misc Max.enc +23 Rings make your fingers look great! |
| On fingers | Beluthra the Magmavenom0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Mind.crit +2% Melee+ 13 physical Ranged+ 15 physical Dmg.mod +18% fire Res.pen +15% mind On Hit (Melee): * 12% chance to reduce all saves and defense by 29 On Hit (Ranged): * 11% chance to reduce all saves and defense by 29 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | copper amulet 'Darkdredge'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% lightning +11% temporal +5% arcane Pinning- +22% Knockbk- +20% Amulets make your neck look great! |
| In main hand | Floefear (34-47 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +8 cold On Crit.r2 +18 lightning +8 cold On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.crit +13.0% Crit.mult +15.00% Mov.spd +32% Res.pen +12% lightning +17% cold Apr +9 ----- def ----- Spell.save +9 (+5 eff.) ---------- misc Max.mana +40.00 Sharp, long, and deadly. |
| Around waist | Glyth the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Apr +2 ----- def ----- Armour +6 Defense +6 (+3 eff.) Phys.save +27 (+9 eff.) Spell.save +6 (+3 eff.) Max.HP +100.00 A belt that goes around your waist. |
| In off hand | Zanedir the dwarven-steel mace (30-41 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Nature Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit.r2 +17 lightning +9 cold While equipped: dps ---------- Mov.spd +24% Res.pen +10% lightning +12% cold ----- def ----- Resists +15% lightning +15% cold Crit.chn- 5.00% Blind- +10% Stun/Frz- +20% Blunt and deadly. |
| Cloak | Breezeidol (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid Res.pen +10% nature Melee Ret 10 mind ----- def ----- Defense +2 (+1 eff.) Resists +6% acid Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aeroth the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Str +4 Cun +4 Wil dps ---------- Dmg.mod +12% arcane +3% blight ----- def ----- Armour +9 Fatigue +22% Resists +7% acid +14% physical +12% darkness +7% lightning +6% fire +5% arcane +7% cold Mind.save +13 (+4 eff.) Disarm- +26% Stun/Frz- +22% Knockbk- +20% ---------- misc Light +1 Cooldown Rush -5 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 14 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
Inventory
wild infusion of the titan (res 19%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 18%; mental; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Heatjeer0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +12% mind Acc +10 (+4 eff.) Melee Ret 6 mind ----- def ----- Armour +8 Resists +12% mind +9% fire Rings make your fingers look great! |
Murkknave (14-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Arcane Power 13.5 - 20.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +16 darkness On Crit.r2 +8 arcane On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +12% nature Massive two-handed battleaxes. |
iron battleaxe 'Uladogen' (24-35 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 23.5 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight Res.pen +20% arcane +25% physical ----- def ----- Armour +8 ---------- misc Max.mana +60.00 Massive two-handed battleaxes. |
Blastveil the steel greatmaul (26-39 power, 4 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.0% Atk.spd 100% On Crit.r2 +4 lightning On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Dmg.mod +9% lightning Melee Ret 6 lightning Massive two-handed mauls. |
steel greatmaul 'Nerolaith' (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit.r2 +4 blight +20 mind On Hit: 20% Curse of Impotence 2 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 5 While equipped: dps ---------- Dmg.mod +6% mind On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +5% arcane Massive two-handed mauls. |
ash longbow of lightning4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +14% lightning Longbows are used to shoot arrows at your foes. |
enhanced ash longbow of enduring4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego++] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Str +8 Dex +6 Mag +16 Wil +8 Cun +17 Con ----- def ----- Max.HP +44.00 Longbows are used to shoot arrows at your foes. |
Garin the steel longsword (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 mind On Hit: * 12% chance to reduce all saves and defense by 29 While equipped: Stats +2 Cun +1 Wil dps ---------- Res.pen +6% all Acc +9 (+3 eff.) Apr +5 ----- def ----- Armour +2 Resists +8% acid +10% lightning +8% cold +9% fire +3% all Spell.save +8 (+4 eff.) Disease- +20% Sharp, long, and deadly. |
Glarezeal (16-23 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 16.5 - 23.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +4 light On Crit.r2 +12 acid +18 nature On Hit: * 20 arcane resource burn * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +11% acid +9% nature Acc +7 (+3 eff.) Apr +7 ----- def ----- Defense +7 (+3 eff.) Resists +6% lightning Spell.save +3 (+2 eff.) Disarm- +26% Sharp, long, and deadly. |
dwarven-steel mace 'Abysssweep' (27-38 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag +2 Cun +1 Con dps ---------- Phys.crit +8.0% Res.pen +15% fire Melee Ret 2 fire ---------- misc Light +3 Blunt and deadly. |
gifted vined mindstar of venom (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.0 - 5.5 Nature 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 +8 (+2 eff.) Melee+ 9 acid Dmg.mod +5% acid Res.pen +7% acid ----- def ----- Resists +8% acid HP.reg +1.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
inquisitor's vined mindstar (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature/Disrupt Power 5.0 - 5.5 Nature 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% On Crit: * Deals 79 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
potent ash vilestaff (19-23 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 19.0 - 22.8 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 +8 (+8 eff.) Dmg.mod +19% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Arodunagen (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +4 mind On Crit.r2 +17 acid +26 nature While equipped: Stats +2 Dex +4 Mag dps ---------- Res.pen +10% acid +5% nature Apr +5 ----- def ----- Resists +3% light +6% darkness Spell.save +6 (+3 eff.) ---------- misc Infravis +3 One-handed war axes. |
Emelyyavena the Ravenmaster (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 fire On Hit.r1 +16 fire +8 darkness +8 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +6% mind Res.pen +25% darkness One-handed war axes. |
Grinydor the Morningwreck (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Psionic Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +12 light On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Resists +6% darkness +5% arcane ---------- misc Max.psi +50.00 One-handed war axes. |
pair of hardened leather boots 'Belumira' (15 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Phys.crit +5.0% Phys.pwr +4 (+1 eff.) Res.pen +15% blight Apr +3 ----- def ----- Armour +3 Defense +15 (+7 eff.) Fatigue -7% Resists +3% blight Phys.save +7 (+2 eff.) Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +29 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 101% 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. |
Bregundur the Daybreaker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) Melee Ret 8 light ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +12% mind Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -80.00 life HP.reg +4.00 Disarm- +29% 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. |
Forestripper the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 acid Dmg.mod +5% acid +3% nature Res.pen +5% nature ----- def ----- Armour +2 Resists +18% acid +6% nature HP.reg +6.00 ---------- misc Stam/turn +1.70 Max.stam +35.00 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. |
brawler's hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +2 Str +2 Dex +2 Mag +6 Cun ----- def ----- Armour +2 Resists +7% light +7% darkness Phys.save +8 (+3 eff.) ---------- misc Infravis +1 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 12.26 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Freezebrace the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Wil +2 Con dps ---------- Dmg.mod +9% cold Res.pen +25% blight ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +18% lightning +9% cold A suit of armour made of leather. |
enlightening hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Mind.save +12 (+4 eff.) A suit of armour made of leather. |
corrosive steel shield of lightning resistance (+11%) (0 def, 4 armour, 40 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 +2 Con dps ---------- On Melee Ret: * 12% chance to reduce armor by 5% ----- def ----- Armour +4 Fatigue +8% Resists +11% acid +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
chilling quiver of yew arrows of crippling (19/19, 32-45 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego+] Arcane/Master Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +14.0% Capacity 19 Ranged+ +15 cold On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
172 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. |
9 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 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Dawnquell (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Mind.crit +2% Dmg.mod +6% nature +9% light ----- def ----- Resists +11% nature +6% light ---------- misc Equi/ret +0.04 Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
scorching brass lantern of focus2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Mayirema [power 38] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% On Hit (Melee): * 20% chance to slow global speed by 56% * 10 arcane resource burn ----- def ----- Defense +5 (+2 eff.) Resists +3% nature Harden the skin for 7 turns increasing armour by 38 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Yvanne' [power 260] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +5% physical ----- def ----- Defense +25 (+12 eff.) ---------- misc Stam/turn +3.00 Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
6 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. |
9 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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
Antimagic! (Insane (Adventure) difficulty)
Completed antimagic training in the Ziguranth camp.By Korixia the Krog Wyrmic level 21
66th Dusk 122nd year of Ascendancy at 01:38 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Korixia the Krog Wyrmic level 13
23rd Dusk 122nd year of Ascendancy at 17:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Korixia the Krog Wyrmic level 21
67th Dusk 122nd year of Ascendancy at 12:09 see stats
Huge Appetite (Insane (Adventure) difficulty)
Ate 20 bosses.By Korixia the Krog Wyrmic level 20
59th Dusk 122nd year of Ascendancy at 20:46 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Korixia the Krog Wyrmic level 10
1st Dusk 122nd year of Ascendancy at 18:13 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Korixia the Krog Wyrmic level 20
59th Dusk 122nd year of Ascendancy at 07:07 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Korixia the Krog Wyrmic level 19
58th Dusk 122nd year of Ascendancy at 23:41 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Korixia the Krog Wyrmic level 7
8th Flare 122nd year of Ascendancy at 02:38 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Korixia the Krog Wyrmic level 21
60th Dusk 122nd year of Ascendancy at 16:12 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Korixia the Krog Wyrmic level 16
53rd Dusk 122nd year of Ascendancy at 16:12 see stats
Log
Talent Wing Buffet is ready to use.
Korixia picks up (l.): gifted vined mindstar of venom (5-6 power, 18 apr, nature damage).
You pickup 0.80 gold pieces.
Korixia picks up (v.): iron mail armour (2 def, 4 armour).
Talent Venomous Breath is ready to use.
Talent Corrosive Breath is ready to use.
Korixia picks up (h.): ash longbow of lightning.
Talent Infusion: Movement is ready to use.
Xaren rushes out!
Korixia attunes to the damage.
Melee retaliation hits Xaren for 5 mind damage.
Xaren hits Korixia for 25 acid damage.
Korixia tries to swallow Xaren!
Korixia performs a melee critical strike against Xaren!
You collect a new ingredient: xorn fragment (1).
Korixia receives 68 healing from Xaren.
Korixia hits Xaren for 254 nature, 4 cold, 44 lightning, 6 physical, 8 light, 188 nature, 44 lightning (549 total damage).
Korixia killed Xaren!
Talent Dissolve is ready to use.
You pickup 0.80 gold pieces.
Talent Wrath of the Wilds is ready to use.














































































































