











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 | Normal Roguelike |
Sex | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 24 / 47% |
Size | medium |
Lifes / Deaths | Killed by Urkis, the High Tempest at level 24 on the 34th Dusk 123rd year of Ascendancy at 23:51 / 1 |
Primary Stats
Strength | 22 (base 16) |
Dexterity | 58 (base 45) |
Constitution | 31 (base 26) |
Magic | 26 (base 19) |
Willpower | 23 (base 11) |
Cunning | 32 (base 24) |
Resources
Life | -131/519 |
Stamina | 8/202 |
Healing Factor | 1.2858714593978 |
Regeneration | 2.1216879080063 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 5 |
Offense: Mainhand
Damage | 63 |
Accuracy | 45 |
Crit Chance | 11% |
APR | 1 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 25 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Lightning | +10% |
Cold | +25% |
Arcane | +15% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Defense: Base
Armour (hardiness) | 48.764593763945 (89.794990797553%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 1.9238052216851 |
Physical Save | 30 |
Spell Save | 28 |
Mental Save | 24 |
Defense: Resistances
Acid | + 25%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 53%( 70%) |
All | + 15%( 70%) |
Lightning | + 29%( 70%) |
Temporal | + 21%( 70%) |
Darkness | + 33%( 70%) |
Mind | + 23%( 70%) |
Fire | + 23%( 70%) |
Nature | + 49%( 70%) |
Defense: Immunities
Disarm Resistance | 30% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 230 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 652% 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. |
Class Talents
Cunning / Poisons | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Technique / Buckler Training | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 lone alchemist from death by cold drake hatchling. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved Dexterity 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed warg claw. * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 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! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 | ![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Master Power 15.0 - 18.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +6 Apr +1 Crit +4.0% Capacity 23 Ranged+ +16 darkness +8 mind On Crit.r2 +12 darkness +4 mind Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +21% Confus- +10% ---------- misc Light +7 See.Stealth +7 See.Invis +5 Track: Puts all charms on 40 cooldown Level 2.6 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.26 to 93.78 lightning damage (62.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
On hands | ![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +30% 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 | ![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane ----- def ----- Armour +8 Resists +15% arcane +12% acid Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +12 (+6 eff.) Poison- +10% Rings make your fingers look great! |
On fingers | ![]() 0.1 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: 33.52 You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
In main hand | ![]() 4.0 T3 sling 1H weapon [Ego] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 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 | ![]() 1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal HP.reg +1.40 Heal.mod +12% A belt that goes around your waist. |
In off hand | ![]() 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 (+3 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. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +2 (+1 eff.) Resists +9% mind +6% darkness Crit.chn- 15.00% Spell.save +3 (+1 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 288 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 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. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +12% blight Poison- +20% Disease- +25% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +13% fire +11% cold ---------- misc Mana/turn +0.13 Max.mana +25.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% fire +12% cold ---------- misc Masteries +0.10 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% temporal Heal.mod +14% Cut- +50% Pinning- +26% Knockbk- +24% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.19 Max.mana +24.00 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Crit.mult +15.00% Dmg.mod +6% lightning ----- def ----- Resists +12% lightning Spell.save +8 (+4 eff.) ---------- misc Max.psi +20.00 Light +2 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.11 cold and 10.49 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% blight Acc +6 (+2 eff.) ----- def ----- Resists +12% blight Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% acid Acc +8 (+3 eff.) ----- def ----- Resists +24% acid Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Dex dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+3 eff.) Acc +10 (+4 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Fatigue -4% Resists +20% nature ---------- misc Max.enc +20 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+3 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +8 (+4 eff.) ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +25.00 Disarm- +21% Pinning- +21% Knockbk- +24% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +4 (+1 eff.) Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +5 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Confus- +25% Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 5.0 T2 greatmaul 2H weapon [Ego++] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: 20% Curse of Defenselessness 2 On Hit: * Create an explosion dealing 41 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +10% lightning Massive two-handed mauls. |
![]() 3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 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% Melee+ +20 light +20 lightning While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 7 mind 7 darkness Dmg.mod +12% lightning +4% mind +4% darkness ----- def ----- Resists +6% lightning ---------- 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. |
![]() 3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic 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: Stats +3 Str +2 Dex +2 Mag +2 Wil +3 Cun +2 Con dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) Melee+ 6 lightning Dmg.mod +6% lightning +7% mind Res.pen +5% lightning ----- def ----- Resists +6% lightning ---------- misc Psi/m.crit +2.00 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. |
![]() 4.0 T3 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: 10% Arcane Vortex 3 While equipped: Stats +3 Mag dps ---------- Spell.pwr +7 (+4 eff.) Dmg.mod +5% arcane Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T1 sling 1H weapon [Ego++] Nature/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Crit.r2 +5 lightning +6 cold While equipped: dps ---------- Phys.crit +6.0% Mov.spd +20% Res.pen +6% lightning +6% cold Acc +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+8 eff.) Dmg.mod +15% light Phasing +15% ----- def ----- Defense +13 (+4 eff.) Shield.pwr +7% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T2 waraxe 1H weapon [Ego+] Master Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Acc +6 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +20% One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego++] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all +6% physical Acc +13 (+5 eff.) Apr +15 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Phys.pwr +19 (+7 eff.) ----- def ----- Defense +15 (+5 eff.) Resists +12% cold Spell.save +7 (+3 eff.) Heal.mod +5% ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Mind.save +5 (+3 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +4 Cun +6 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +14 Mana/turn +0.13 Max.mana +23.00 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +8 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +4 (+2 eff.) Dmg.mod +8% acid +10% physical +9% temporal +9% fire +11% arcane +7% cold ----- def ----- Resists +11% acid +12% physical +12% fire +10% cold +11% all ---------- misc Max.mana +15.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature +3% physical Res.pen +10% lightning Acc +5 (+2 eff.) Apr +3 Melee Ret 6 lightning ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T2 hands armor [Ego+] Arcane/Master While equipped: Stats +2 Str +3 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +6% arcane ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 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. |
![]() 1.0 T2 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +2 HP.reg +2.30 ---------- misc Stam/turn +0.50 Psi/turn +0.15 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. |
![]() 1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +7 (+4 eff.) Melee+ 4 arcane 6 temporal Ranged+ 6 temporal Dmg.mod +4% arcane +4% temporal ----- def ----- Armour +1 Resists +4% arcane +7% temporal 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. |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.crit +3% Dmg.mod +10% blight +23% arcane +3% darkness Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +24% mind Mind.save +21 (+11 eff.) Confus- +22% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 7% and all saves by 11, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +10 (+4 eff.) ----- def ----- Armour +3 Fatigue +1% ---------- misc Max.stam +10.00 Infravis +2 See.Invis +12 A cap made of leather. |
![]() 2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+1 eff.) Shield.pwr +8% HP.reg +2.40 A pointy cloth hat, very wizardly... |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% fire Mind.save +16 (+8 eff.) A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +9 (+3 eff.) Fatigue +8% Resists +7% acid +8% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +13 Fatigue +17% Phys.save +9 (+4 eff.) Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
![]() 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Rare] Master Power 13.0 - 15.6 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +1 Crit +4.0% Capacity 14 Ranged+ +4 cold +12 fire On Hit.r1 +4 fire On Crit.r2 +12 fire +8 cold Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego+] Master Power 38.0 - 45.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +10.0% Capacity 22 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
![]() 3.0 T3 shot ammo [Ego] Master Power 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +9 Apr +3 Crit +5.0% Capacity 22 Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 240 fire damage Puts all charms on 23 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 38. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By Sling the Shalore Skirmisher level 14
69th Dusk 122nd year of Ascendancy at 06:41 see stats
By Sling the Shalore Skirmisher level 19
74th Haze 122nd year of Ascendancy at 02:06 see stats
By Sling the Shalore Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 02:49 see stats
By Sling the Shalore Skirmisher level 20
75th Haze 122nd year of Ascendancy at 08:12 see stats
By Sling the Shalore Skirmisher level 21
4th Regrowth 123rd year of Ascendancy at 09:18 see stats
By Sling the Shalore Skirmisher level 10
6th Flare 122nd year of Ascendancy at 13:09 see stats
By Sling the Shalore Skirmisher level 14
58th Dusk 122nd year of Ascendancy at 17:05 see stats
By Sling the Shalore Skirmisher level 22
67th Regrowth 123rd year of Ascendancy at 00:18 see stats
By Sling the Shalore Skirmisher level 17
45th Haze 122nd year of Ascendancy at 08:32 see stats
Log
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 37 lightning (37 total damage).
Sling casts Grace of the Eternals.
Sling speeds up.
Sling slows down.
Sling is no longer evading attacks.
Talent Block is ready to use.
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 54 lightning (54 total damage).
Sling is no longer out of phase.
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 22 lightning (22 total damage).
Sling uses Block.
Hurricane from Urkis, the High Tempest hits Sling for (48 blocked), (24 flat reduction), 10 lightning (10 total damage).
Sling uses Tumble.
Talent Kill Shot is ready to use.
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 50 lightning (50 total damage).
Sling wears (replacing overpowered ash wand of conjuration [power 240] (11/23 cooldown)): ash totem of healing [power 170] (11/15 cooldown).
Talent Kneecapper is ready to use.
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 53 lightning (53 total damage).
Sling slows down.
Hurricane from Urkis, the High Tempest hits Sling for (24 flat reduction), 65 lightning (65 total damage).
Sling the level 24 shalore skirmisher was electrocuted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.