











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Nexus improved tooltips 1.7.4Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Necromancer |
| Level / Exp | 29 / 68% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 29 on the 19th Shortage 123rd year of Ascendancy at 10:23 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 14 (base 14) |
| Constitution | 15 (base 10) |
| Magic | 74 (base 60) |
| Willpower | 22 (base 13) |
| Cunning | 56 (base 52) |
Resources
| Life | -465/413 |
| Mana | 250/380 |
| Soul | 12/17 |
| Healing Factor | 1.0460311219417 |
| Regeneration | 3.3996011463106 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 57.099128950278 |
| See Invisible | 79.099128950278 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 30 |
| Accuracy | 8 |
| Crit Chance | 25% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Blight | +9% |
| Arcane | +15% |
| Cold | +8% |
| All | 0% |
| Lightning | +3% |
| Physical | +8% |
| Darkness | +37% |
| Fire | +10% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +25% |
| Cold | +25% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 11 (48.304188961773%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 44 |
| Mental Save | 42 |
Defense: Resistances
| Acid | + 60%( 70%) |
| Blight | + 53%( 70%) |
| Physical | + 53%( 70%) |
| Cold | + 55%( 70%) |
| All | + 47%( 70%) |
| Lightning | + 56%( 70%) |
| Light | + 50%( 70%) |
| Temporal | + 56%( 70%) |
| Mind | + 49%( 70%) |
| Darkness | + 59%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 50%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 22% |
| Bleed Resistance | 0% |
| Confusion Resistance | 31% |
| Pinning Resistance | 10% |
| Stun Resistance | 100% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 35 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 Constitution stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 2.5 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (262 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 574% 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
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.46 |
| 4/5 |
| 1/5 |
| 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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You abandoned lost defiler, to death. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Arulrada the fox. Escort: lost sun paladin (level 3 of Old Forest) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 2. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed sandworm tooth. * You've found the needed black mamba head. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed bear paw. | 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 within7 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +20% Evasion: (Instant) Puts all charms on 18 turn cooldown Effective talent level: 3.5 Power cost 18 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Pitchbliss2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Ignore resists +5% darkness defense ------ Resistance +12% fire Crit Resistance 10.00% Physical save +3 (+1 eff.) Unlife -80.00 life Life +20.00 Knockbk Resist +10% other ------- Light +6 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 | cashmere wizard hat 'Tudedir' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane While equipped: Stats +2 Dex +11 Mag +5 Wil offense ------ Spellpower +4 (+1 eff.) defense ------ Defense +2 (+1 eff.) Resistance +5% lightning +5% temporal +5% light +5% fire +5% nature +5% acid +5% blight +4% cold +5% darkness Crit Resistance 10.00% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Infravision +5 See Stealth +6 See Invisibility +12 Circle of Warding: (Instant) Puts all charms on 24 turn cooldown Effective talent level: 4.5 Power cost 24 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle slows incoming projectiles by 69% and attempts to push all creatures other than yourself out of its radius, inflicting 13.86 light damage and 18.99 darkness damage per turn as it does so. The circle lasts 7 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Tundraparry the elm totem of healing [power 116] (9 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +6% nature +3% lightning Ignore resists +25% cold Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 9 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Stun Resist +30% Rings make your fingers look great! |
| On fingers | Xanadhera the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +1 Mag +1 Wil +2 Con defense ------ Resistance +6% blight +9% acid Life Regen +3.00 Stun Resist +23% other ------- See Invisibility +3 Rings make your fingers look great! |
| Around waist | Obsidianstone the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Damage +12% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 16% defense ------ Armor +6 Poison Resist +20% Pinning Resist +10% Stun Resist +10% Create a temporary shield that absorbs 200 damage Puts all charms on 18 turn cooldown A belt that goes around your waist. |
| In main hand | Blackweeper the elven-wood magestaff (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +39.00% Spellpower +19 (+5 eff.) On-Hit 27 fire Damage +9% blight +25% darkness Ignore resists +5% darkness When Hit 2 darkness 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 other ------- Max positive +10.00 Max negative +10.00 See Invisibility +13 Talents +1 Command Staff On Spell Hit: 10% Freeze level 3 Staves designed for wielders of magic, by the greats of the art. |
| On hands | Greencast the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: offense ------ Physical Crit +7.0% Spell Crit +8% Mind Crit +8% Critical power +7.00% On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +2 Fatigue +3% Resistance +3% mind Physical save +3 (+1 eff.) Confus Resist +10% Knockbk Resist +10% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% 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. |
| Main armor | shimmering cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Damage +7% acid +8% physical +10% fire +15% arcane +8% cold defense ------ Resistance +10% acid +12% physical +12% fire +11% cold +11% all other ------- Max mana +24.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | linen cloak 'Demonenvy' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: offense ------ Ignore resists +15% darkness When Hit 4 darkness defense ------ Defense +1 (+0 eff.) Resistance +11% temporal +17% darkness +18% fire Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding steel amulet of mastery (0.16 Spell / Necrosis)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +12% lightning Stun Resist +21% other ------- Masteries +0.16 Spell/Necrosis Amulets make your neck look great! |
Inventory
healing infusion (heal 61; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 3; cd 16)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 70; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 69.55 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 17; cd 10)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 5 Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 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%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the sneak (range 6; phase 17; cd 11)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 11 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 989% over 10 turns; mana 49; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 989% for 10 turns (316 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 44; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 44 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 94; dur 3; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 94 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 27; blocks 6; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 27 up to 6 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 35; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
mindweaver's gold amulet of cunning (+5)0.1 Encumbrance T3 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +4 Wil offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +7 (+2 eff.) Confus Resist +11% Amulets make your neck look great! |
starlit gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego+] Nature While equipped: defense ------ Resistance +15% light +13% darkness Blind Resist +42% other ------- Infravision +4 Sight +2 See Invisibility +7 Amulets make your neck look great! |
steel amulet 'Isasekira'0.1 Encumbrance T2 amulet jewelry [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +8.0% defense ------ Fatigue -5% Unlife -40.00 life Life Regen +2.00 other ------- Stamina/turn +3.00 Light +3 Amulets make your neck look great! |
warrior's steel amulet of the eclipse0.1 Encumbrance T2 amulet jewelry [Ego+] Arcane/Nature While equipped: offense ------ On-Hit 6 light 7 darkness Damage +7% light +5% darkness When Hit: * 8% chance to reduce damage dealt by 16% * 6% chance to blind defense ------ Resistance +6% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+6 eff.) defense ------ Life +43.00 Life Regen +5.00 Healmod +11% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's gold ring of nature (+24%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con offense ------ Physical Power +10 (+8 eff.) Damage +12% nature defense ------ Resistance +24% nature Rings make your fingers look great! |
rogue's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Cun defense ------ Defense +6 (+3 eff.) Life Regen +3.00 Stun Resist +23% Rings make your fingers look great! |
warrior's copper ring of arcana (+0.10/turn)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str defense ------ Armor +6 Silence Resist +21% other ------- Mana/turn +0.10 Rings make your fingers look great! |
warrior's steel ring0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
wizard's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag defense ------ Spell save +6 (+2 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Beuroddarim the steel battleaxe (20-29 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% Ignore Shields +19% On-Hit, radius 1 +8 arcane While equipped: offense ------ Damage +6% arcane defense ------ Defense +30 (+15 eff.) Resistance +6% fire Crit Resistance 15.00% Mind save +6 (+2 eff.) Confus Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed battleaxes. |
steel battleaxe 'Sootpython' (20-31 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 20.5 - 30.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +16 acid On-crit, radius 2 +12 acid On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: offense ------ Spellpower +10 (+2 eff.) Damage +6% acid Ignore resists +5% acid On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +12% darkness Spell save +12 (+4 eff.) Massive two-handed battleaxes. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+5 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- 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. |
acidic dwarven-steel dagger of phasing (18-23 power, 18 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +6.0% Attack Speed 100% Ignore Shields +13% On Critical: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 Sharp, short and deadly. |
balanced stralite dagger of enduring (29-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Master Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +8 Con +7 Wil offense ------ Accuracy +8 (+8 eff.) defense ------ Defense +9 (+4 eff.) Life +55.00 Disarm Resist +30% Sharp, short and deadly. |
enhanced iron dagger (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Nature Weapon Damage 10.0 - 13.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: Stats +3 Str +3 Dex +4 Mag +4 Wil +3 Cun +4 Con Sharp, short and deadly. |
steel dagger 'Duskripper' (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Psionic Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +8 darkness +13 mind +12 arcane On Hit: * 10% chance to reduce damage dealt by 16% * 18% chance to reduce all saves and defense by 19 While equipped: Stats +2 Mag +4 Wil +4 Cun +1 Con offense ------ Ignore resists +20% darkness +25% arcane other ------- Infravision +2 Sharp, short and deadly. |
steel dagger 'Goreyastir' (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Rare] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +12.0% Attack Speed 100% On-hit +8 mind On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Ignore Armor +4 defense ------ Armor +4 Defense +10 (+5 eff.) other ------- Stamina/turn +3.00 Sharp, short and deadly. |
truestriking dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical +7% all Accuracy +25 (+18 eff.) Ignore Armor +16 Sharp, short and deadly. |
steel greatmaul 'Shiverfame' (29-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 29.0 - 43.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +12.0% Damage +6% cold defense ------ Defense +25 (+12 eff.) Resistance +3% acid +6% lightning +3% darkness +12% light Unlife -60.00 life Knockbk Resist +20% Massive two-handed mauls. |
Brightshear (36-58 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Rare] Master Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +13.0% Attack Speed 100% On-hit +8 fire While equipped: offense ------ Damage +6% mind +3% physical Ignore Armor +1 defense ------ Defense +20 (+10 eff.) Massive two-handed swords. |
acidic dwarven-steel greatsword (35-56 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 Massive two-handed swords. |
Islumina4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Projectile Speed +200% On-ranged-hit +14 cold On-Hit, radius 1 +12 acid While equipped: Stats +3 Dex +6 Con offense ------ Damage +18% cold Ignore resists +10% physical defense ------ Unlife -80.00 life Longbows are used to shoot arrows at your foes. |
Eremukhad the vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Rare] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 acid While equipped: Stats +2 Con offense ------ Spell Crit +2% Mind Crit +2% Spellpower +25 (+6 eff.) Mindpower +8 (+4 eff.) Ignore Shields +20% other ------- Max mana +100.00 Infravision +3 See Invisibility +9 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. |
blooming thorny mindstar of resolve (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Spell save +5 (+2 eff.) Healmod +16% Heal-on-summon +10 other ------- 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. |
creative thorny mindstar (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +3% Critical power +13.00% Mindpower +6 (+3 eff.) other ------- 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. |
creative thorny mindstar of flames (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +9.00% Mindpower +6 (+3 eff.) Global Speed +4% On-Hit 6 fire Damage +4% fire Ignore resists +11% fire defense ------ Resistance +7% fire other ------- 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. |
hungering pulsing mindstar of flames (12-13 power, 32 apr, nature damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Weapon Damage 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Global Speed +5% On-Hit 9 fire Damage +8% fire Ignore resists +8% fire defense ------ Resistance +13% fire other ------- Hate/kill +2.00 Psi/kill +2.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Voracity +0.10 Cursed/Dark sustenance Inflict 57.40 mind damage (range 10), gaining psi and hate equal to 10% of the damage done Puts all charms on 12 turn cooldown 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. |
cured leather sling of enduring4.0 Encumbrance T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +7 Con +5 Wil defense ------ Life +18.00 Slings are used to hurl stones or metal shots at your foes. |
yew magestaff of invocation (20-24 power, 4 apr, cold element)5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +14 (+3 eff.) Spellpower/crit +7 Damage +20% cold other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 28.42 to 34.10 cold damage Puts all charms on 5 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
arcing blue-steel trident (17-27 power, 8 apr)3.0 Encumbrance T2 trident 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 17.0 - 27.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +2.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Eilinibeth the Vileidol (14-19 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Psionic Weapon Damage 13.5 - 18.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 darkness +4 nature Damage Against +9% Living While equipped: offense ------ Damage +6% darkness Ignore resists +15% lightning On-Hit (Melee): * 20% chance to reduce damage dealt by 16% defense ------ Resistance +6% nature +9% darkness One-handed war axes. |
Eilinulle (12-17 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.0% Attack Speed 100% On-hit +12 cold While equipped: Stats +1 Dex +3 Wil +3 Cun +2 Con offense ------ Damage +6% blight defense ------ Armor +6 other ------- Max stamina +30.00 One-handed war axes. |
rough leather belt 'Ebonyreeve'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Wil +2 Cun +2 Con offense ------ When Hit 6 darkness defense ------ Life +33.00 other ------- Light +2 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak 'Ivarewyn' (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Cun +4 Con defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +13% cold other ------- Infravision +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+5 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 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. |
cashmere robe of power (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +11 (+3 eff.) Damage +5% all defense ------ Resistance +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +12% light defense ------ Resistance +18% light +11% all Spell save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Vorina the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +3 Fatigue -3% Resistance +3% blight Physical save +6 (+2 eff.) Unlife -80.00 life Life +60.00 Life Regen +2.00 Disease Resist +10% Teleport Resist +10% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvenor (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +7 Cun +6 Wil defense ------ Armor +3 Fatigue +2% Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+2 eff.) other ------- Light +3 See Invisibility +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of strife (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Psionic While equipped: Stats +2 Con +3 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +5% physical defense ------ Armor +1 Blindside: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 25/25. Range 6 Cooldown: 9 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 55% (at 0 Hate) to 184% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Brightravager (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Damage +3% fire Accuracy +16 (+13 eff.) defense ------ Armor +2 Resistance +9% blight +6% cold +6% mind +3% light Stun Resist +10% 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. |
Rainwitch (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Disrupt/Master While equipped: Stats +4 Str +5 Dex +4 Cun offense ------ Physical Power +12 (+9 eff.) Accuracy +7 (+7 eff.) Ignore Armor +8 When Hit 4 nature On-Hit (Melee): * 20% chance to slow global speed by 45% When Hit: * 21 arcane resource burn defense ------ Armor +2 Resistance +9% acid Spell save +12 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 12 turn cooldown Effective talent level: 4.5 Power cost 12 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 176% damage with a 29% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Velenne the voratun gauntlets (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Random Unique] Nature/Disrupt/Master While equipped: Stats +5 Str +5 Dex +5 Cun offense ------ Physical Power +6 (+6 eff.) On-Hit 10 acid Damage +11% acid Accuracy +7 (+7 eff.) Ignore Armor +5 When Hit 6 acid On-Hit (Melee): * 10% chance to reduce armor by 40% defense ------ Armor +3 Fatigue +5% Resistance +8% acid +11% blight Physical save +13 (+5 eff.) Spell save +13 (+4 eff.) other ------- Light +1 Cooldown Double Strike -1 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. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +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. |
hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Normal] While equipped: defense ------ Armor +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. |
hardened leather gloves 'Torymas' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Mag offense ------ Physical Crit +3.0% Physical Power +30 (+18 eff.) Damage +4% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 defense ------ Armor +2 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Stamina/turn +3.00 Max stamina +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of the starseeker (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag offense ------ On-Hit 8 light Damage +6% light defense ------ Armor +2 Resistance +14% light +6% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 12 turn cooldown Effective talent level: 2.5 Power cost 12 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 149.28 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
sand dwarven-steel gauntlets of strength (+2) (0 def, 7 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +8 (+7 eff.) On-Hit 8 physical Damage +5% physical defense ------ Armor +7 Fatigue +3% 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. |
Daimarath the hardened leather cap (10 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str defense ------ Armor +3 Defense +10 (+5 eff.) Fatigue +3% Resistance +5% arcane +6% mind Crit Resistance 15.00% Confus Resist +20% other ------- Max stamina +30.00 A cap made of leather. |
Elenuyagen the dwarven-steel helm (5 def, 9 armour)3.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Con offense ------ Critical power +15.00% defense ------ Armor +9 Defense +5 (+2 eff.) Fatigue +4% Physical save +7 (+3 eff.) Mind save +7 (+2 eff.) other ------- Infravision +3 Battle Cry: Puts all charms on 17 turn cooldown Effective talent level: 3.5 Power cost 17 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Nightmire' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +2 Mag offense ------ Critical power +5.00% Damage +6% darkness defense ------ Defense +1 (+0 eff.) Mind save +6 (+2 eff.) other ------- Light +2 A pointy cloth hat, very wizardly... |
Glowking (22 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Rare] Master While equipped: Stats +2 Con offense ------ Critical power +20.00% Physical Power +5 (+5 eff.) Ignore resists +10% light defense ------ Armor +6 Defense +22 (+11 eff.) Fatigue +12% Resistance +3% physical +19% fire Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% Life Regen +3.60 other ------- Stamina/turn +1.10 A suit of armour made of mail. |
Blizzardumbra the cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Nature While equipped: offense ------ Damage +15% cold +6% fire Ignore resists +10% fire When Hit 6 cold defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +3% acid +15% cold Life Regen +3.20 other ------- Stamina/turn +1.30 A suit of armour made of leather. |
cleansing cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Disrupt/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+6 eff.) defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +11% nature +11% blight A suit of armour made of leather. |
multi-hued hardened leather armour (9 def, 6 armour)9.0 Encumbrance T3 light armor Reqs Str 16 [Ego+] Nature While equipped: offense ------ Mindpower +6 (+3 eff.) defense ------ Armor +6 Defense +9 (+4 eff.) Fatigue +8% Resistance +9% acid +5% physical +10% cold +8% lightning +9% fire A suit of armour made of leather. |
reinforced leather armour of command (17 def, 10 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego+] Psionic While equipped: Stats +3 Cun defense ------ Armor +10 Defense +17 (+8 eff.) Fatigue +8% Mind save +15 (+5 eff.) A suit of armour made of leather. |
steel shield 'Nightire' (0 def, 4 armour, 40.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex +3 Wil +3 Con offense ------ Damage +9% temporal Ignore resists +15% darkness defense ------ Armor +4 Fatigue +8% Resistance +20% fire Crit Resistance 15.00% other ------- Talents +1 Block Handheld deflection devices. |
3 agate0.0 Encumbrance 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. |
268 alchemist agate0.0 Encumbrance 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. |
3 onyx0.0 Encumbrance 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. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 Encumbrance 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 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Hettesus' (dig speed 16 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Wil +3 Cun offense ------ Mind Crit +5% When Hit 4 arcane defense ------ Armor +4 Defense +6 (+3 eff.) Resistance +7% physical other ------- Hate-on-crit +2.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Yvayakira' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil +2 Cun +4 Con offense ------ Accuracy +4 (+4 eff.) defense ------ Resistance +3% fire other ------- Light +3 Infravision +5 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Hanygund1.0 Encumbrance T3 lite [Rare] Arcane While equipped: Stats +1 Dex offense ------ When Hit 15 fire defense ------ Resistance +5% fire +6% light +2% physical Crit Resistance 10.00% Mind save +3 (+1 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(72 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Thunderrain'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% cold Ignore resists +15% lightning defense ------ Resistance +3% mind Mind save +6 (+2 eff.) Healmod +10% Disarm Resist +10% Stun Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +8 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 118 power out of 290/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance 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. |
pouch of steel shots 'Bleakrage' (22/22, 24-28 power, 2 apr)3.0 Encumbrance T2 shot ammo Reqs Dex 16 [Rare] Nature Weapon Damage 23.5 - 28.2 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 22 On-ranged-hit +16 lightning +20 fire On-Hit, radius 1 +8 darkness On-crit, radius 2 +9 lightning +8 fire +20 darkness On Hit: * 10% chance to reduce damage dealt by 16% Shots are used with slings to pummel your foes to death. |
Urthadorim the Demonbane [power 25] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Mind Crit +1% When Hit 4 light defense ------ Resistance +3% darkness other ------- Hate-on-crit +1.00 Max psi +10.00 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 200] (9 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 200 mind damage and silencing them for 4 turns Puts all charms on 9 turn cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of clear mind [power 2] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 188] (9 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 188 Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Aleldil' [power 116] (9 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +1 Str offense ------ Critical power +5.00% defense ------ Resistance +9% cold Crit Resistance 10.00% Blind Resist +20% Sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 turn cooldown Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Cyroldama the Skyumbra [power 116] (12 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ When Hit 8 temporal On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 turn cooldown 100% to reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of shielding [power 326] (14 cooldown)2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 326 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Polusevea' [power 254] (9 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +6% mind Ignore resists +10% blight +20% mind +10% acid When Hit 10 acid defense ------ Resistance +12% acid Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (261 total damage) Puts all charms on 9 turn cooldown 100% to increase all damage penetration by 18% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ergneope the Dwarf Necromancer level 11
36th Profit 122nd year of Ascendancy at 16:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Ergneope the Dwarf Necromancer level 19
22nd Stralite 123rd year of Ascendancy at 08:34 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Ergneope the Dwarf Necromancer level 28
6th Shortage 123rd year of Ascendancy at 19:53 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ergneope the Dwarf Necromancer level 10
28th Profit 122nd year of Ascendancy at 16:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ergneope the Dwarf Necromancer level 20
23rd Stralite 123rd year of Ascendancy at 04:54 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Ergneope the Dwarf Necromancer level 19
10th Stralite 123rd year of Ascendancy at 08:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Ergneope the Dwarf Necromancer level 28
17th Shortage 123rd year of Ascendancy at 19:02 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ergneope the Dwarf Necromancer level 19
10th Stralite 123rd year of Ascendancy at 06:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ergneope the Dwarf Necromancer level 11
30th Profit 122nd year of Ascendancy at 02:58 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Ergneope the Dwarf Necromancer level 14
26th Iron 123rd year of Ascendancy at 04:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ergneope the Dwarf Necromancer level 22
14th Voratun 123rd year of Ascendancy at 15:58 see stats
Log
Ergneope is no longer out of phase.
Talent Night Sphere is ready to use.
Urkis, the High Tempest stops bleeding ice.
Talent Rune: Manasurge is ready to use.
Darkness pulsates around Ergneope!
Ergneope uses Track.
Urkis, the High Tempest is no longer surging arcane power.
Ghoul is caught inside a Hurricane.
Thunderstorm hits Ghoul for 82 lightning, 58 lightning (140 total damage).
Thunderstorm hits Ergneope for 62 lightning, 44 lightning (105 total damage).
Ghoul is dazed!
Ergneope uses Infusion: Movement.
Ergneope is moving at extreme speed!
Urkis, the High Tempest casts Nova.
Ergneope resists!
Urkis, the High Tempest hits Ghoul for 214 lightning damage.
Urkis, the High Tempest hits Ergneope for 162 lightning damage.
Ghoul is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Ghoul for 124 lightning damage.
Thunderstorm hits Ghoul for 44 lightning damage.
Thunderstorm hits Ergneope for 41 lightning damage.
Ergneope the level 29 dwarf necromancer was bolted to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
Ghoul shrugs off Urkis, the High Tempest's 'Dazed'!
Space restabilizes around you.













































































































































