











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 29 / 97% |
| Size | medium |
| Lifes / Deaths | Killed by AgentK at level 18 on the 1st Time of Equilibrium 122nd year of Ascendancy at 18:29 / 2Killed by Grand Corruptor at level 29 on the 58th Haze 123rd year of Ascendancy at 18:31 |
Primary Stats
| Strength | 29 (base 12) |
| Dexterity | 85 (base 60) |
| Constitution | 13 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 27 (base 11) |
| Cunning | 83 (base 56) |
Resources
| Life | -96/708 |
| Stamina | 211/256 |
| Healing Factor | 1.4783363011316 |
| Regeneration | 9.2396018820723 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 46.23729810914 |
| See Invisible | 52.23729810914 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 71 |
| Crit Chance | 40% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 37% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +5% |
| Mind | +5% |
| All | 0% |
Offense: Damage Penetration
| Mind | +85% |
| Physical | +51% |
| Fire | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 50.764593763945 (59.794990797553%) |
| Defense | 82 |
| Ranged Defense | 82 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 21 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 50%( 70%) |
| Physical | + 27%( 70%) |
| Cold | + 22%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 21%( 70%) |
| Temporal | + 26%( 70%) |
| Lightning | + 37%( 70%) |
| Fire | + 48%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Stun Resistance | 74% |
| Teleport Resistance | 10% |
| Pinning Resistance | 47% |
| Knockback Resistance | 71% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 32% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 649% 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 Cunning 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 241 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost defiler from death by Glabrelle the mountain troll. Escort: lost defiler (level 3 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | 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 within6 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 | pair of hardened leather boots 'Gloomshear' (3 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +7 Dex ----- def ----- Armour +3 Defense +3 (+0 eff.) Resists +12% fire +3% darkness +9% light Die.at -20.00 life HP.reg +4.00 Pinning- +20% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
| Quiver | storming pouch of dwarven-steel shots of amnesia (23/23, 137% power, 3 apr)3.0 T3 shot ammo [Ego+] Nature/Psionic Power 137% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Ranged+ +10 lightning On Crit.r2 +7 lightning On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
| Light source | Baredar the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% physical Acc +20 (+5 eff.) Apr +1 ----- def ----- Resists +2% physical Die.at -20.00 life Max.HP +46.00 ---------- misc Stam/turn +1.00 Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glunne the Starblood (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +7 Dex ----- def ----- Armour +4 Fatigue +4% Resists +15% temporal +2% physical Mind.save +15 (+5 eff.) Teleport- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light +3 Infravis +2 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 154.8 Physical damage. If the attack hits, the target is confused (44% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Nerivea' (15 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Armour +2 Defense +15 (+3 eff.) Fatigue +3% Resists +6% fire Crit.chn- 5.00% Spell.save +3 (+2 eff.) Heal.mod +20% Blind- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Betewe the Kindletouch [power 81] (20/21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% mind +20% fire Melee Ret 10 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +12% acid Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold onyx ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Str +5 Dex +3 Mag +9 Wil +13 Cun +3 Con dps ---------- Mind.pwr +8 (+3 eff.) Res.pen +10% mind ----- def ----- Resists +15% acid +22% fire +15% lightning +10% cold Max.HP +35.00 Disarm- +30% Pinning- +27% Knockbk- +31% ---------- misc Light +3 See.Invis +6 Rings make your fingers look great! |
| On fingers | copper ring 'Silalle'0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Armour +8 Spell.save +6 (+3 eff.) HP.reg +2.00 Heal.mod +5% Disarm- +10% Stun/Frz- +32% Rings make your fingers look great! |
| Around neck | grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +13% lightning Stun/Frz- +22% Amulets make your neck look great! |
| In main hand | ranger's cured leather sling of cunning (+3)4.0 T2 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Cun +2 Dex dps ---------- Res.pen +6% physical Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Eilinynn the steel shield (15 def, 4 armour, 110% power, 82 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 110% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +82 While equipped: Stats +2 Str +3 Dex ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue +8% Resists +12% mind Mind.save +6 (+2 eff.) Max.HP +100.00 ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Durukan' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +3.0% Phys.pwr +2 (+1 eff.) Res.pen +20% mind ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue -4% Resists +3% mind Heal.mod +20% Disease- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+2 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 43.40 to 54.25 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
wild infusion of the sneak (res 32%; magical, physical; dur 3; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
Rune of the Rift (258.00 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 258.00 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. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
grounding copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +22% Amulets make your neck look great! |
Cyralelle the Noonbright0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +7 Str +6 Mag +9 Con dps ---------- Res.pen +25% light Amulets make your neck look great! |
Shinenigh0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +6% arcane +15% mind Acc +6 (+1 eff.) Apr +14 Melee Ret 4 arcane ----- def ----- Resists +6% light +6% mind Amulets make your neck look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+5 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+0 eff.) Rings make your fingers look great! |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +22% Rings make your fingers look great! |
Ring of Growth0.1 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. |
mule's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Fatigue -4% Resists +24% cold ---------- misc Max.enc +25 Rings make your fingers look great! |
titan's steel ring of perseverance0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +31% Rings make your fingers look great! |
warrior's steel ring of fire (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +10% fire ----- def ----- Armour +8 Resists +20% fire Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Acc +9 (+2 eff.) Apr +7 ----- def ----- Defense +9 (+1 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. 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 159% 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. Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
dwarven-steel greatsword of crippling (140% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 141% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% Massive two-handed swords. |
Pitchstoker the dwarven-steel dagger (116% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 116% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +8 darkness +8 acid On Hit: * 16 arcane resource burn * 20% chance to reduce damage dealt by 22% While equipped: dps ---------- Dmg.mod +24% darkness ----- def ----- Resists +18% darkness Sharp, short and deadly. |
Duretokor the thorny mindstar (96% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 blight While equipped: Stats +8 Mag dps ---------- Phys.crit +3.0% Mind.crit +3% Mind.pwr +6 (+2 eff.) ----- def ----- Defense +30 (+6 eff.) Mind.save +4 (+2 eff.) Die.at -80.00 life ---------- misc Max.psi +26.00 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. |
ranger's rough leather sling of lightning4.0 T1 sling 1H weapon [Ego] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 lightning While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling of enduring4.0 T2 sling 1H weapon [Ego++] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +3 Str +5 Dex +3 Mag +10 Wil +3 Cun +10 Con ----- def ----- Max.HP +22.00 Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling4.0 T3 sling 1H weapon [Normal] Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
arcing pouch of iron shots of accuracy (20/20, 114% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane/Master Power 114% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 20 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Shots are used with slings to pummel your foes to death. |
deadly pouch of iron shots of wind (16/16, 119% power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 120% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 124 physical damage Shots are used with slings to pummel your foes to death. |
pouch of iron shots 'Elenethel' (15/15, 110% power, 1 apr)3.0 T1 shot ammo [Rare] Nature Power 110% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +8 lightning On Hit.r1 +16 acid On Crit.r2 +7 lightning On Hit: * 20% chance to reduce armor by 19% * 10% chance to slow global speed by 54% * 10 arcane resource burn Shots are used with slings to pummel your foes to death. |
pouch of iron shots of grasping (17/17, 108% power, 1 apr)3.0 T1 shot ammo [Ego+] Nature Power 108% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 On Hit: * 20% chance to create vines that bind the target to the ground dealing 170 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
pouch of iron shots of vileness (21/21, 112% power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 112% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 21 Ranged+ +6 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 9 Shots are used with slings to pummel your foes to death. |
barbed pouch of steel shots of corruption (21/21, 134% power, 2 apr)3.0 T2 shot ammo [Ego++] Arcane/Master Power 134% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 21 On Hit: 20% Curse of Impotence 2 On Crit: * Wound the target dealing 174 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+8 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+3 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +3 (+3 eff.) Dmg.mod +7% acid +8% physical +9% temporal +7% fire +5% arcane +5% cold ----- def ----- Resists +10% acid +12% physical +12% fire +14% cold +11% all ---------- misc Max.mana +20.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +13% all ---------- misc Mana/turn +0.23 Psi/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brenerain the hardened leather armour (14 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +5 Str +5 Dex +8 Wil dps ---------- Spell.crit +4% Crit.mult +20.00% Dmg.mod +6% blight ----- def ----- Armour +6 Defense +14 (+2 eff.) Fatigue +8% Resists +9% blight Phys.save +10 (+5 eff.) A suit of armour made of leather. |
spiritwalker's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +7 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +25.00 A belt that goes around your waist. |
pair of hardened leather boots 'Cloudvault' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +2% Mov.spd +10% Dmg.mod +6% lightning ----- def ----- Armour +3 Fatigue -7% Max.HP +35.00 ---------- misc Stam/turn +0.60 Hate/m.crit +5.00 Max.hate +10.00 A pair of boots made of leather. |
Geturath (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +8 Dex +2 Wil +3 Con ----- def ----- Armour +4 Fatigue +3% HP.reg +4.00 Heal.mod +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
fleetfooted pair of dwarven-steel boots of phasing (7 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +2 Wil ----- def ----- Armour +4 Defense +7 (+1 eff.) Fatigue +3% Blink to a nearby random location (rad 8) Puts all charms on 21 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of magic (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 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. |
Darkbringer the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +6 Mag +3 Wil +7 Cun +3 Con dps ---------- Dmg.mod +9% arcane Melee Ret 10 darkness ----- def ----- Defense +2 (+0 eff.) Resists +5% arcane Mind.save +10 (+4 eff.) A pointy cloth hat, very wizardly... |
spellwoven cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +7 (+6 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.14 A pointy cloth hat, very wizardly... |
iron helm 'Genor' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +1% Mind.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% acid +3% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
13 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. |
9 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. |
7 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. |
20 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 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. |
12 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. |
7 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
3 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. |
232 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. |
Belathra the Frostquick2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Melee Ret 11 fire 2 cold ----- def ----- Resists +3% lightning +6% fire +3% darkness +3% mind Max.HP +80.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +11% ---------- 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. |
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 (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 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. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 330.00 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By AgentK the Shalore Skirmisher level 23
3rd Dusk 123rd year of Ascendancy at 04:28 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By AgentK the Shalore Skirmisher level 15
64th Dusk 122nd year of Ascendancy at 07:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By AgentK the Shalore Skirmisher level 19
7th Haze 122nd year of Ascendancy at 22:12 see stats
Fear me not! (Nightmare (Roguelike) difficulty)
Survived the Fearscape!By AgentK the Shalore Skirmisher level 28
24th Haze 123rd year of Ascendancy at 08:31 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By AgentK the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 14:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By AgentK the Shalore Skirmisher level 20
9th Haze 122nd year of Ascendancy at 08:55 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By AgentK the Shalore Skirmisher level 20
18th Haze 122nd year of Ascendancy at 03:08 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By AgentK the Shalore Skirmisher level 29
57th Haze 123rd year of Ascendancy at 19:18 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By AgentK the Shalore Skirmisher level 21
48th Haze 122nd year of Ascendancy at 22:23 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By AgentK the Shalore Skirmisher level 10
2nd Summertide 122nd year of Ascendancy at 14:47 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By AgentK the Shalore Skirmisher level 14
39th Dusk 122nd year of Ascendancy at 19:23 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By AgentK the Shalore Skirmisher level 21
72nd Regrowth 123rd year of Ascendancy at 05:13 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By AgentK the Shalore Skirmisher level 27
31st Dusk 123rd year of Ascendancy at 12:03 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By AgentK the Shalore Skirmisher level 18
1st Time of Equilibrium 122nd year of Ascendancy at 08:26 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By AgentK the Shalore Skirmisher level 18
1st Time of Equilibrium 122nd year of Ascendancy at 18:29 see stats
Log
AgentK uses Evasion.
AgentK tries to evade attacks.
AgentK uses Block.
Grand Corruptor hits AgentK for (53 blocked), 0 fire (0 total damage).
AgentK casts Grace of the Eternals.
AgentK speeds up.
AgentK is free from the hex.
Rotting Disease from Grand Corruptor hits AgentK for (62 blocked), 0 blight (0 total damage).
Decrepitude Disease from Grand Corruptor hits AgentK for (82 blocked), (29 flat reduction), 38 blight (38 total damage).
Ran for 2 turns (stop reason: taken damage).
Rotting Disease from Grand Corruptor hits AgentK for (29 flat reduction), 25 blight (25 total damage).
Decrepitude Disease from Grand Corruptor hits AgentK for (29 flat reduction), 100 blight (100 total damage).
AgentK uses Betewe the Kindletouch!
Grand Corruptor casts Cyst Burst.
AgentK is afflicted by a weakness disease!
Grand Corruptor hits AgentK for (110 flat reduction), 103 blight (103 total damage).
Talent Infusion: Healing is ready to use.
Weakness Disease from Grand Corruptor hits AgentK for (81 flat reduction), 0 blight (0 total damage).
Rotting Disease from Grand Corruptor hits AgentK for (62 flat reduction), 0 blight (0 total damage).
Decrepitude Disease from Grand Corruptor hits AgentK for (110 flat reduction), 39 blight (39 total damage).
AgentK uses Infusion: Healing.
AgentK is free from the rotting disease.
AgentK receives 230 healing from Infusion: Healing.
Grand Corruptor casts Drain.
Grand Corruptor's spell attains critical power!
Grand Corruptor hits AgentK for (110 flat reduction), 441 blight (441 total damage).
AgentK the level 29 shalore skirmisher was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.









































































































