










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- 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:
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:
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.] 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 | Insane Roguelike |
| Sex | Female |
| Race | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 24 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by ritch flamespitter at level 24 on the 6th Decay 122nd year of Ascendancy at 08:19 / 1 |
Primary Stats
| Strength | 86 (base 54) |
| Dexterity | 14 (base 10) |
| Constitution | 33 (base 10) |
| Magic | 80 (base 47) |
| Willpower | 8 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -237/845 |
| Positive | 44/119 |
| Stamina | 160/164 |
| Healing Factor | 1.3889294477288 |
| Regeneration | 10.069738496034 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Invisible | 12 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 86 |
| Accuracy | 41 |
| Crit Chance | 12% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +42% |
| Physical | +6% |
| Blight | +5% |
| Arcane | +3% |
| Fire | 0% |
| All | 0% |
Offense: Damage Penetration
| Physical | +20% |
| Light | +44% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.36174050493 (100%) |
| Defense | 32 |
| Ranged Defense | 37 |
| Fatigue | 52 |
| Physical Save | 38 |
| Spell Save | 25 |
| Mental Save | 13 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Light | + 70%( 70%) |
| Lightning | + 20%( 70%) |
| Cold | + 9%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 9%( 70%) |
| All | + 6%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 80% |
| Blind Resistance | 67% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 215.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 49.60 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.46 |
| 3/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Light | 1.30 |
| 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. | active |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Magic 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 Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Cuthanik the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +9 Str +3 Dex +2 Mag +3 Cun ----- def ----- Armour +1 Die.at -40.00 life Silence- +20% 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 70% 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. |
| 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.(45 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | spellwoven linen wizard hat of light (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | 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. |
| On fingers | steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +44.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
| On fingers | Zubonne0.1 T1 ring jewelry [Rare] While equipped: Stats +3 Str +1 Mag +1 Cun dps ---------- On Hit (Melee): * 6% chance to reduce damage dealt by 7% On Hit (Ranged): * 6% chance to reduce damage dealt by 7% ----- def ----- Resists +6% acid Mind.save +6 (+6 eff.) Rings make your fingers look great! |
| Around neck | warrior's steel amulet of mastery (0.16 Celestial / Radiance)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Masteries +0.16 Celestial/Radiance Amulets make your neck look great! |
| In main hand | Silegabeth the steel longsword (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +7% Living +5% Undead On Hit: * 10% chance to reduce all saves and defense by 7 * 25% chance to afflict the target with Bleed, causing 215 Physical damage over 5 turns. On Crit: * On a Crit, strike your target with a blast of Light dealing 166 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 42 for the duration. While equipped: dps ---------- Crit.mult +13.00% Mind.pwr +2 (+2 eff.) Dmg.mod +6% physical Melee Ret 8 mind ----- def ----- Resists +3% mind Sharp, long, and deadly. |
| Around waist | Tulogund the rough leather belt1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.pwr +15 (+4 eff.) Spell.pwr +3 (+1 eff.) Res.pen +20% physical Acc +10 (+3 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Die.at -40.00 life ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+9 eff.) Rng.Def +10 (+4 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | linen cloak 'Morningimmortal' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +9 Mag +2 Con dps ---------- Dmg.mod +12% light ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc See.Invis +12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | steel plate armour 'Glomibreba' (20 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +9 Defense +20 (+9 eff.) Fatigue +22% Resists +3% cold Phys.save +10 (+4 eff.) Max.HP +56.00 Blind- +10% A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 57; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 56.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
acid wave rune of the warrior (damage 281; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 unleash a cone dealing 281.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
manasurge rune of the psychic (regen 1127% over 10 turns; mana 56; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1127% for 10 turns (11 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Layyrita0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid ----- def ----- Armour +12 Resists +6% lightning +9% acid Heal.mod +20% ---------- misc Masteries +0.16 Celestial/Light Amulets make your neck look great! |
Hettolahell the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +12% temporal Max.HP +20.00 Rings make your fingers look great! |
infernal yew magestaff of might (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +19.00% Spell.pwr +14 (+5 eff.) Melee+ 22 fire Dmg.mod +20% cold ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of exorcism (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Against +7% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 166 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 42 for the duration. While equipped: dps ---------- Crit.mult +14.00% Massive two-handed battleaxes. |
Voramina the steel greatmaul (28-41 power, 12 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 27.5 - 41.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +12 Crit +1.0% Atk.spd 100% Melee+ +4 arcane Against +10% Horror +13% Demon On Crit.r2 +4 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Crit.mult +20.00% Res.pen +15% temporal Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +9 (+4 eff.) Resists +6% temporal Disarm- +34% Massive two-handed mauls. |
iron greatsword (18-29 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 18.0 - 28.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
dwarven-steel greatsword 'Brenareldil' (41-66 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane Power 41.0 - 65.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +10 acid On Hit.r1 +9 fire On Crit.r2 +12 physical On Hit: * Create an explosion dealing 89 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +16% fire Res.pen +10% acid ----- def ----- Armour +4 Massive two-handed swords. |
arcing iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Sharp, long, and deadly. |
Betegathra the iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance to afflict the target with Bleed, causing 215 Physical damage over 5 turns. While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) S.pwr/crit +6 Dmg.mod +3% arcane +7% physical ---------- misc Max.mana +20.00 Blunt and deadly. |
arcing iron mace of massacre (18-24 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 89 damage Blunt and deadly. |
iron mace (12-17 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Quenchorder (14-20 power, 8 apr)3.0 T2 mace 1H weapon [Random Unique] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +1.0% Atk.spd 100% On Crit: * Sunders the enemy's armor for 5 turns. While equipped: dps ---------- Res.pen +6% physical +6% all Acc +13 (+4 eff.) Apr +14 Melee Ret 2 cold ----- def ----- Resists +3% lightning +9% fire +6% cold Blunt and deadly. |
flaming iron waraxe (13-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
Erelobar (26-37 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Master Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal On Hit: * 10% chance to reduce all saves and defense by 7 While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +9% mind Res.pen +5% mind +7% physical ----- def ----- Disarm- +11% One-handed war axes. |
acidic dwarven-steel dagger of massacre (22-29 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 22.0 - 28.6 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 148 damage over 5 turns and reducing armor and accuracy by 19 Sharp, short and deadly. |
Arcwild (0 def, 2 armour, 11-13 power, 18 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 11.0 - 13.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +18 Melee+ +11 physical On Crit.r2 +12 acid +8 lightning While equipped: Stats +2 Wil ----- def ----- Armour +2 Fatigue +8% Resists +3% lightning +11% physical +5% arcane Shield.near.proj +15 Proj.slow +14% ---------- misc Talents +1 Block Handheld deflection devices. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
iron shield (0 def, 2 armour, 10-11 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Normal] When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: ----- def ----- Armour +2 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of cold resistance (+15%) (0 def, 6 armour, 12-15 power, 74.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 12.5 - 15.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +74 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Ce'Nuwen the Blazeoozer (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% nature Melee Ret 4 light 2 blight ----- def ----- Resists +16% nature +7% all ---------- misc Light +3 Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dagothad the Jetquench (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +10 (+3 eff.) Apr +1 Melee Ret 4 darkness ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +23.00 A suit of armour made of mail. |
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. |
Elonn the Glaresin1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+5 eff.) Res.pen +5% light Melee Ret 6 mind ----- def ----- HP.reg +0.70 Heal.mod +11% ---------- misc Light +1 A belt that goes around your waist. |
Cyrylle the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil dps ---------- Phys.crit +4.0% Apr +1 ----- def ----- Defense +1 (+0 eff.) Phys.save +3 (+2 eff.) ---------- misc Vim/s.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Daybreak the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +4 Con +2 Wil dps ---------- Apr +1 ----- def ----- Defense +1 (+0 eff.) Resists +3% light Crit.chn- 13.00% Confus- +20% ---------- misc Talents +2 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 13.5 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+5 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
stealthy pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +3 Stealth +6 ---------- misc Stam/turn +0.50 Max.stam +10.00 A pair of boots made of leather. |
Yvywe (5 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +5 Con ----- def ----- Armour +5 Defense +5 (+2 eff.) Fatigue +2% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazereign (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+3 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Fatigue +3% Resists +3% light HP.reg +1.00 ---------- misc Stam/turn +0.90 Max.stam +18.00 Light +2 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. |
polar dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 5 cold Dmg.mod +4% cold ----- def ----- Armour +2 Fatigue +3% Resists +5% cold 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. |
mindwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Nimbusvagrant the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Wil dps ---------- Mind.crit +2% Dmg.mod +9% mind Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +12% darkness Phys.save +8 (+3 eff.) ---------- misc Max.hate +4.00 A pointy cloth hat, very wizardly... |
iron helm 'Aryhor' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +9% arcane Melee Ret 2 arcane ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +5% arcane ---------- misc Infravis +1 See.Invis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 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. |
9 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 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. |
8 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. |
4 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
91 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. |
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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Sigil of the Enclave Sigil of the Enclave2.0 T2 misc tool [Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +4 Wil ---------- misc Talents +1 Arcanist +1 Willbreaker +1 Citadel Masteries +0.12 Corruption/Demonic strength +0.16 Celestial/Combat +0.12 Chronomancy/Spacetime Folding +0.16 Celestial/Light Two talent increases on this item are guaranteed to be ones you know, the other two are random. The provided combination of talents on this item are passives that increase various stats based on the number of enemies around you in a radius of 2. A token carried by agents of the Enclave, a clandestine organization whose members master various disciplines not normally mixed togther. Whoever uesd to hold this sigil clearly didn't make the cut. |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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 399/400 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. |
supercharged yew wand of conjuration [power 320] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 368 lightning damage Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By NiceGhoulWoman the Ghoul Sun Paladin level 10
50th Dusk 122nd year of Ascendancy at 03:48 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By NiceGhoulWoman the Ghoul Sun Paladin level 21
70th Haze 122nd year of Ascendancy at 19:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By NiceGhoulWoman the Ghoul Sun Paladin level 10
50th Dusk 122nd year of Ascendancy at 03:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By NiceGhoulWoman the Ghoul Sun Paladin level 20
62nd Haze 122nd year of Ascendancy at 05:51 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By NiceGhoulWoman the Ghoul Sun Paladin level 23
74th Haze 122nd year of Ascendancy at 21:42 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By NiceGhoulWoman the Ghoul Sun Paladin level 22
71st Haze 122nd year of Ascendancy at 07:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By NiceGhoulWoman the Ghoul Sun Paladin level 9
4th Flare 122nd year of Ascendancy at 16:42 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By NiceGhoulWoman the Ghoul Sun Paladin level 21
68th Haze 122nd year of Ascendancy at 05:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By NiceGhoulWoman the Ghoul Sun Paladin level 15
35th Haze 122nd year of Ascendancy at 12:43 see stats
Log
Your shield crumbles under the damage!
The shield around NiceGhoulWoman crumbles.
Something hits NiceGhoulWoman for (50 absorbed), 56 fire (56 total damage).
NiceGhoulWoman casts Sun Ray.
Sandworm burrower loses sight!
NiceGhoulWoman hits War hound (wild summon) for 227 light damage.
NiceGhoulWoman killed War hound (wild summon)!
Green ooze is dazed!
Searing Sight hits Green ooze for 47 light damage.
NiceGhoulWoman's purging blight area effect hits Sandworm burrower for 0 blight damage.
NiceGhoulWoman receives 41 healing from NiceGhoulWoman's purging blight area effect.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Something hits NiceGhoulWoman for 170 fire damage.
You cannot go into the wilds with the following effects: Lowered fire resistance, Lowered physical resistance
You cannot go into the wilds with the following effects: Lowered fire resistance, Lowered physical resistance
NiceGhoulWoman's purging blight area effect hits Sandworm burrower for 0 blight damage.
NiceGhoulWoman receives 41 healing from NiceGhoulWoman's purging blight area effect.
Searing Sight hits Ritch flamespitter for 31 light damage.
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Ritch flamespitter spits flames!
Ritch flamespitter hits NiceGhoulWoman for 163 fire damage.
NiceGhoulWoman is silenced!
Something hits NiceGhoulWoman for 223 mind damage.
Something hits NiceGhoulWoman for 170 fire damage.
NiceGhoulWoman the level 24 ghoul sun paladin was combusted to death by a ritch flamespitter on level 1 of Sandworm lair.










































































































