Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor 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 Adventure |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 31 / 7% |
Size | medium |
Lifes / Deaths | Killed by Ivenne the bee swarm at level 21 on the 20th Dusk 122nd year of Ascendancy at 12:08 0 / 6Killed by Layeba the dire wolf at level 25 on the 43rd Dusk 122nd year of Ascendancy at 06:34 Killed by Velonne the temporal stalker at level 27 on the 46th Dusk 122nd year of Ascendancy at 06:05 Killed by Kurwa Szcze's Inner Demon at level 27 on the 46th Dusk 122nd year of Ascendancy at 08:02 Killed by Givea the elven guard at level 30 on the 24th Haze 122nd year of Ascendancy at 16:04 Killed by elven cultist at level 31 on the 25th Haze 122nd year of Ascendancy at 06:25 |
Primary Stats
Strength | 14 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 10) |
Magic | 95 (base 60) |
Willpower | 38 (base 13) |
Cunning | 65 (base 59) |
Resources
Life | 296/296 |
Mana | 488/488 |
Soul | 14/14 |
Healing Factor | 1.3070588855781 |
Regeneration | 9.2147651433256 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
See Stealth | 11 |
See Invisible | 24 |
Offense: Mainhand
Damage | 34 |
Accuracy | 5 |
Crit Chance | 30% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 55% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 28% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +18% |
Cold | +48% |
All | 0% |
Lightning | +37% |
Light | +9% |
Physical | +13% |
Darkness | +68% |
Fire | +24% |
Nature | +21% |
Offense: Damage Penetration
Acid | +45% |
Blight | +10% |
Arcane | +20% |
Cold | +20% |
Darkness | +53% |
Defense: Base
Armour (hardiness) | 3 (30%) |
Defense | 21 |
Ranged Defense | 21 |
Fatigue | 0 |
Physical Save | 23 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Acid | + 44%( 70%) |
Blight | + 16%( 70%) |
Cold | + 49%( 70%) |
All | + 13%( 70%) |
Darkness | + 70%( 70%) |
Temporal | + 41%( 70%) |
Mind | + 36%( 70%) |
Fire | + 42%( 70%) |
Lightning | + 21%( 70%) |
Defense: Immunities
Pinning Resistance | 28% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Poison Resistance | 10% |
Knockback Resistance | 25% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 289 damage for 6 turns. 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 395 damage for 5 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 123 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 Strength stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 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 |
| 3/5 |
| 4/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you improved Constitution by +5. | done |
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: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 black mamba head. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed red crystal shard. * You've found the needed storm wyrm claw. | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | Serpentsmasher (0 def, 1 armour) Serpentsmasher (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature Res.pen +15% darkness Melee Ret 4 nature ----- def ----- Armour +1 Resists +6% cold HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Light source | Loridor Loridor1.0 T3 lite [Rare] Psionic While equipped: ----- def ----- Defense +20 (+10 eff.) Resists +9% fire +3% temporal Spell.save +3 (+1 eff.) Mind.save +7 (+2 eff.) Poison- +10% ---------- misc Equi/ret +0.08 Light +4 See.Stealth +11 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Issydrasalach the Murkquake (1 def, 0 armour) Issydrasalach the Murkquake (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +11% cold +9% darkness Res.pen +15% darkness Melee Ret 6 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+1 eff.) Resists +16% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Tool | quick steel torque of clear mind [power 1] (18 cooldown) quick steel torque of clear mind [power 1] (18 cooldown)2.0 T2 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Frostwoe the copper ring Frostwoe the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness +9% cold Res.pen +10% blight +5% cold Melee Ret 4 fire ----- def ----- Resists +3% blight +3% fire +22% darkness Rings make your fingers look great! |
On fingers | Obsidianrain the steel ring Obsidianrain the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +9% darkness Res.pen +25% acid +15% darkness +20% arcane ----- def ----- Resists +18% acid Rings make your fingers look great! |
Around waist | Isalaith Isalaith1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Resists +9% mind Max.HP +20.00 HP.reg +4.80 Heal.mod +11% Silence- +10% Confus- +10% A belt that goes around your waist. |
In main hand | Pyrepiercer the yew vilestaff (20-24 power, 4 apr, darkness element) Pyrepiercer the yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +13% Crit.mult +21.00% Spell.pwr +19 (+5 eff.) Melee+ 18 fire Dmg.mod +9% fire +20% darkness +6% cold Res.pen +15% cold ----- def ----- Resists +12% fire ---------- misc Max.mana +38.00 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | hardened leather gloves 'Sootsorrow' (0 def, 2 armour) hardened leather gloves 'Sootsorrow' (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +6% Spell.pwr +5 (+2 eff.) Melee+ 8 cold Dmg.mod +6% lightning +6% cold +9% arcane +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Resists +7% cold 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. |
Main armor | Hurebers the Pyrebender (0 def, 0 armour) Hurebers the Pyrebender (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +13 Mag +12 Wil dps ---------- Dmg.mod +25% lightning +13% physical +16% cold +9% arcane +15% fire Melee Ret 2 arcane 4 fire ----- def ----- Resists +9% lightning +17% darkness +9% fire +12% cold +18% mind +13% all Phys.save +16 (+8 eff.) Spell.save +17 (+5 eff.) Mind.save +33 (+11 eff.) ---------- misc Mana/turn +0.26 Psi/turn +0.33 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | shadow cashmere cloak of the voidstalker (2 def, 0 armour) shadow cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +32% darkness +14% temporal Stealth +8 Def/telep +20 Res/telep +12% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 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 | steel amulet 'Starquencher' steel amulet 'Starquencher'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +9% light Res.pen +20% acid ----- def ----- Resists +18% acid +15% temporal Pinning- +28% Knockbk- +25% ---------- misc Light +2 Amulets make your neck look great! |
Inventory
Rune of the Rift (302.00 temporal damage, removed from time 4 turns) Rune of the Rift (302.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 302.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 130; cd 17) shatter afflictions rune of the wizard (absorb 130; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 130 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Silowen Silowen0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% physical ----- def ----- Resists +15% lightning Max.HP +40.00 Silence- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
cleansing copper amulet of mastery (0.10 Cunning / Survival) cleansing copper amulet of mastery (0.10 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Disrupt/Master While equipped: ----- def ----- Resists +10% nature +11% blight Poison- +22% Disease- +21% ---------- misc Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
insulating copper amulet of magic (+3) insulating copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +11% fire +11% cold Amulets make your neck look great! |
restful copper amulet of manastreaming restful copper amulet of manastreaming0.1 T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Mana/turn +0.18 Max.mana +28.00 Amulets make your neck look great! |
Duvachik the steel amulet Duvachik the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+5 eff.) ----- def ----- Fatigue -6% Resists +6% temporal +5% arcane +9% darkness Phys.save +12 (+6 eff.) HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Pitchnull Pitchnull0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% darkness +11% fire Res.pen +5% physical ----- def ----- Resists +3% blight +22% fire +6% cold +12% temporal Rings make your fingers look great! |
Malerain Malerain0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +12% cold Res.pen +10% mind ----- def ----- Resists +24% cold Mind.save +6 (+2 eff.) HP.reg +3.00 Confus- +24% Stun/Frz- +23% ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Vargh Redemption Vargh Redemption0.1 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 19.22 cold and 14.68 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. |
elven-wood magestaff 'Sepsisrace' (35-42 power, 5 apr, fire element) elven-wood magestaff 'Sepsisrace' (35-42 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Rare] Arcane Power 35.0 - 42.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +4% Spell.pwr +24 (+6 eff.) Dmg.mod +12% nature +35% fire Res.pen +10% arcane Phasing +30% ----- def ----- Defense +20 (+10 eff.) Resists +24% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element) shimmering elven-wood vilestaff of wizardry (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Spell.crit +4% Spell.pwr +16 (+4 eff.) Dmg.mod +25% blight ---------- misc Mana/turn +0.11 Max.mana +74.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Beemahell the quiver of yew arrows (17/17, 32-46 power, 10 apr) Beemahell the quiver of yew arrows (17/17, 32-46 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 32.5 - 45.5 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 17 Ranged+ +20 acid +20 nature On Crit.r2 +20 mind +8 acid On Hit: * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce armor by 38% Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Xanuvena (0 def, 0 armour) Xanuvena (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Resists +10% mind +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of power (0 def, 0 armour) spellwoven woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +5% all ----- def ----- Resists +9% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
radiant stralite plate armour of implacability (0 def, 19 armour) radiant stralite plate armour of implacability (0 def, 19 armour)17.0 T4 massive armor Reqs Massive armour training Str 48 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +19 Fatigue +16% Resists +23% blight +25% darkness Phys.save +9 (+5 eff.) ---------- misc Light +1 A suit of armour made of metal plates. |
Xanerinne the linen cloak (1 def, 0 armour) Xanerinne the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +6% mind ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 ---------- misc See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Grinayon' (6 def, 0 armour) linen cloak 'Grinayon' (6 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +6 (+3 eff.) Crit.chn- 15.00% Spell.save +3 (+1 eff.) Heal.mod +5% Blind- +20% Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barkmalice (2 def, 0 armour) Barkmalice (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +12% darkness +20% nature Melee Ret 4 nature 8 fire On Hit (Melee): * 10% chance to slow global speed by 52% * 20% chance to reduce armor by 38% ----- def ----- Defense +2 (+1 eff.) Resists +16% darkness +3% acid Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Malemas the Oozesorrow (2 def, 0 armour) Malemas the Oozesorrow (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight +15% arcane +21% nature Res.pen +10% nature ----- def ----- Defense +2 (+1 eff.) Resists +20% blight Max.HP +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radiancebringer (2 def, 0 armour) Radiancebringer (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +4 Dex +2 Cun +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Resists +3% light Spell.save +17 (+5 eff.) ---------- misc Stam/turn +1.00 Hate/m.crit +4.00 Light +3 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Voritha' (0 def, 7 armour) pair of rough leather boots 'Voritha' (0 def, 7 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +7 Resists +2% physical Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -20.00 life A pair of boots made of leather. |
rough leather gloves 'Shinebore' (0 def, 1 armour) rough leather gloves 'Shinebore' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +20 (+5 eff.) Melee Ret 4 light ----- def ----- Armour +1 ---------- misc Max.mana +20.00 Light +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. |
cashmere wizard hat 'Cysttrail' (2 def, 0 armour) cashmere wizard hat 'Cysttrail' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% nature ----- def ----- Defense +2 (+1 eff.) Crit.chn- 10.00% Shield.pwr +6% Mind.save +7 (+2 eff.) Die.at -80.00 life HP.reg +2.40 Poison- +20% ---------- misc Infravis +4 See.Stealth +13 See.Invis +10 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 52% and attempts to push all creatures other than yourself out of its radius, inflicting 11.38 light damage and 17.53 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Lightningspitter' (2 def, 0 armour) cashmere wizard hat 'Lightningspitter' (2 def, 0 armour)2.0 T3 head armor [Rare] Arcane While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +25% lightning ----- def ----- Defense +2 (+1 eff.) Resists +21% lightning Spell.save +15 (+5 eff.) ---------- misc Vim/s.crit +2.00 A pointy cloth hat, very wizardly... |
Elath (1 def, 0 armour) Elath (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +6% blight ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Crit.chn- 5.00% Mind.save +6 (+2 eff.) Max.HP +60.00 Poison- +20% A pointy cloth hat, very wizardly... |
Malystir the Muckwill (0 def, 1 armour) Malystir the Muckwill (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% nature ----- def ----- Armour +1 Fatigue +1% Silence- +20% Confus- +20% A cap made of leather. |
Saludarith (0 def, 1 armour) Saludarith (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Spell.pwr +5 (+2 eff.) Phasing +10% Melee Ret 8 mind 6 temporal ----- def ----- Armour +1 Fatigue +1% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.04 A cap made of leather. |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+10 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Burning Star Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
459 alchemist agate 459 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Huraduran the Cystblast Huraduran the Cystblast2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +9% nature +6% darkness Res.pen +10% nature Melee Ret 8 acid ----- def ----- Resists +3% nature Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal alchemist's lamp of the sun ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +8% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +9 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 165.31 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Beretir (dig speed 31 turns) Beretir (dig speed 31 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +4 (+4 eff.) ----- def ----- Resists +3% blight +3% mind Heal.mod +5% Knockbk- +20% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 40 turns) woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Kedodig the elm wand of conjuration [power 100] (15 cooldown) Kedodig the elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: ----- def ----- Resists +6% lightning +1% physical +9% temporal Crit.chn- 10.00% Cut- +10% Silence- +10% Fire a magical bolt dealing 148 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Kurwa Szcze the Shalore Necromancer level 23
35th Dusk 122nd year of Ascendancy at 16:27 see stats
By Kurwa Szcze the Shalore Necromancer level 23
22nd Dusk 122nd year of Ascendancy at 18:53 see stats
By Kurwa Szcze the Shalore Necromancer level 29
56th Dusk 122nd year of Ascendancy at 23:25 see stats
By Kurwa Szcze the Shalore Necromancer level 23
40th Dusk 122nd year of Ascendancy at 16:46 see stats
By Kurwa Szcze the Shalore Necromancer level 10
1st Summertide 122nd year of Ascendancy at 06:02 see stats
By Kurwa Szcze the Shalore Necromancer level 20
15th Dusk 122nd year of Ascendancy at 11:48 see stats
By Kurwa Szcze the Shalore Necromancer level 30
6th Haze 122nd year of Ascendancy at 15:08 see stats
By Kurwa Szcze the Shalore Necromancer level 25
43rd Dusk 122nd year of Ascendancy at 15:25 see stats
By Kurwa Szcze the Shalore Necromancer level 7
1st Mirth 122nd year of Ascendancy at 19:27 see stats
By Kurwa Szcze the Shalore Necromancer level 11
3rd Flare 122nd year of Ascendancy at 08:04 see stats
By Kurwa Szcze the Shalore Necromancer level 29
55th Dusk 122nd year of Ascendancy at 04:22 see stats
By Kurwa Szcze the Shalore Necromancer level 29
73rd Dusk 122nd year of Ascendancy at 19:57 see stats
By Kurwa Szcze the Shalore Necromancer level 11
1st Flare 122nd year of Ascendancy at 08:15 see stats
By Kurwa Szcze the Shalore Necromancer level 25
43rd Dusk 122nd year of Ascendancy at 00:06 see stats
By Kurwa Szcze the Shalore Necromancer level 17
8th Dusk 122nd year of Ascendancy at 13:57 see stats
Log
Kurwa Szcze is free from the rotting disease.
Darkness pulsates around Kurwa Szcze!
Kurwa Szcze hits Elven warrior for 314 darkness damage.
Kurwa Szcze hits Elven cultist for 271 darkness damage.
Spikes of Decrepitude hits Elven warrior for 68 cold, 30 cold (99 total damage).
Spikes of Decrepitude hits Elven cultist for 36 cold, 38 darkness (75 total damage).
Weakness Disease from Elven cultist hits Kurwa Szcze for 112 blight damage.
Spikes of Decrepitude killed Elven warrior!
Elven cultist casts Timeless.
Elven cultist starts to bleed ice.
Kurwa Szcze's desolate waste area effect hits Elven cultist for 24 cold damage.
Kurwa Szcze's desolate waste area effect hits Elven cultist for 24 cold damage.
Elven cultist casts Grace of the Eternals.
Elven cultist speeds up.
Elven cultist casts Soul Rot.
Elven cultist's spell attains critical power!
Frost Cut from Kurwa Szcze hits Elven cultist for 42 cold damage.
Kurwa Szcze casts Torture Souls.
Kurwa Szcze's spell attains critical power!
Darkness pulsates around Kurwa Szcze!
Kurwa Szcze is free from the weakness disease.
Kurwa Szcze hits Elven cultist for 337 cold, 353 darkness (690 total damage).
Kurwa Szcze killed Elven cultist!
Elven cultist's Soul Rot hits Kurwa Szcze for 608 blight damage.
Kurwa Szcze the level 31 shalore necromancer was poxed to death by an elven cultist on level 2 of Dark crypt.
You have no more lives left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Elven cultist's Soul Rot killed Kurwa Szcze!