











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. 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:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 21 / 74% |
| Size | huge |
| Lifes / Deaths | Killed by Rat Lich at level 21 on the 8th Flare 123rd year of Ascendancy at 07:17 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 50 (base 40) |
| Dexterity | 12 (base 12) |
| Constitution | 38 (base 25) |
| Magic | 12 (base 10) |
| Willpower | 49 (base 35) |
| Cunning | 19 (base 10) |
Resources
| Life | 1/779 |
| Stamina | 233/298 |
| Equilibrium | 31 |
| Healing Factor | 1.2102122670884 |
| Regeneration | 2.7229776009489 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +54.6% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Stealth | 10 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 36 |
| Crit Chance | 29% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Fire | +15% |
| Cold | +15% |
| Physical | +14% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +17% |
| Cold | +40% |
| Physical | +10% |
Defense: Base
| Armour (hardiness) | 57.08934837382 (81.151787968034%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 36 |
| Physical Save | 31 |
| Spell Save | 35 |
| Mental Save | 27 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 11%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 30%( 70%) |
| All | 0%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 6%( 70%) |
| Fire | + 6%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 53% |
| Knockback Resistance | 21% |
| Stun Resistance | 42% |
| Poison Resistance | 11% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 170 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 342 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Battle tactics | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. You have been shown a secret entrance to his stronghold. | 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 precision. He has given you some notes on the ingredients: * You've found the needed naga tongue. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. 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 bear paw. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 wight ectoplasm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Dourbane' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +9% physical Ignore Armor +1 When Hit 6 darkness defense ------ Armor +3 Fatigue -2% Physical save +6 (+3 eff.) other ------- Encumbrance +22 Stamina/turn +3.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Frostpyre1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ Damage +3% acid +3% fire Ignore resists +5% cold When Hit 10 cold On-Hit (Melee): * 20% chance to reduce armor by 11% defense ------ Resistance +3% acid Blind Resist +24% Confus Resist +10% other ------- Light +8 See Stealth +10 See Invisibility +8 Track: Puts all charms on 40 turn cooldown Effective talent level: 4.0 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | iron helm 'Eluma' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +4 Con defense ------ Armor +3 Defense +5 (+3 eff.) Fatigue +5% other ------- Stamina/turn +1.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Iceglean' (5 def, 23 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 physical Damage +5% physical Ignore resists +15% cold defense ------ Armor +23 Defense +5 (+3 eff.) Fatigue +3% Resistance +9% lightning Life +20.00 Confus Resist +10% Unarmed combat: Weapon Damage 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-Hit, radius 1 +8 physical On-crit, radius 2 +8 physical On Hit: 10% Sand Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | ash totem of healing [power 182] (11/15 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.69 cold and 16.55 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 9/60 This azure ring seems to be always moist to the touch. |
| On fingers | treant's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Psionic While equipped: defense ------ Resistance +5% nature +6% blight Mind save +6 (+3 eff.) Poison Resist +11% Disease Resist +11% Confus Resist +23% Rings make your fingers look great! |
| Around neck | Mardindur0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun +3 Con offense ------ Physical Crit +4.0% Ignore resists +10% physical defense ------ Defense +15 (+8 eff.) Resistance +3% physical other ------- Max stamina +20.00 Amulets make your neck look great! |
| In main hand | Abysswing (55-82 power, 4 apr)3.0 Encumbrance T5 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Weapon Damage 55.0 - 82.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-Hit, radius 1 +12 fire On-crit, radius 2 +27 lightning +38 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Wil offense ------ Physical Crit +14.0% Physical Power +13 (+4 eff.) Mindpower +10 (+4 eff.) Move Speed +55% Ignore resists +17% lightning +20% cold defense ------ Mind save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Massive two-handed battleaxes. |
| Around waist | cleansing rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Disrupt/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% acid +5% blight Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
| In off hand | Hailsteel (0 def, 6 armour, 28-34 power, 78.5 block)7.0 Encumbrance T3 shield armor [Rare] Master When used to Attack: Weapon Damage 28.0 - 33.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +78 On-Hit, radius 1 +12 cold On Hit: * 20% chance to reduce armor by 11% While equipped: offense ------ Damage +6% mind When Hit 10 acid defense ------ Armor +6 Fatigue +8% Resistance +10% physical other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Tarrirantir' (1 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +1 Dex defense ------ Armor +4 Defense +1 (+1 eff.) Resistance +6% light Life Regen +2.00 Confus Resist +10% Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Heatlord the iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Damage +12% fire defense ------ Armor +7 Fatigue +22% Resistance +6% acid +6% physical +5% cold +6% lightning +6% fire Disarm Resist +21% Stun Resist +22% Knockbk Resist +21% other ------- EQ when Hit +0.04 Max psi +10.00 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
wild infusion of the titan (res 25%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] 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 mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the titan (damage 143; dur 4; cd 23)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 23 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 142.84 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
starlit copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +10% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
starlit steel amulet of strength (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +11% light +10% darkness Blind Resist +20% Amulets make your neck look great! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Rings make your fingers look great! |
psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Rings make your fingers look great! |
titan's copper ring of nature (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% nature defense ------ Resistance +22% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
Nerakira the Windslicer0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +3 Str +1 Con offense ------ Critical power +10.00% Physical Power +10 (+3 eff.) Ignore Armor +3 On-Hit (Melee): * 20% chance to slow global speed by 51% defense ------ Armor +6 Unlife -20.00 life other ------- Max stamina +10.00 Rings make your fingers look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
titan's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +3.00 Stun Resist +22% Rings make your fingers look great! |
treant's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Accuracy +9 (+4 eff.) Ignore Armor +9 defense ------ Defense +9 (+5 eff.) Resistance +6% nature +7% blight Poison Resist +14% Disease Resist +12% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 83% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Xeranor the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Critical power +20.00% When Hit 2 mind defense ------ Mind save +8 (+4 eff.) Confus Resist +32% other ------- Max hate +8.00 Rings make your fingers look great! |
magelord's ash magestaff of channeling (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +6.0% Spell Crit +2% Spellpower +20 (+7 eff.) On-Hit 18 arcane Damage +15% fire other ------- Mana/turn +0.14 Max mana +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Spellcrusher (32-48 power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+6 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
voratun greatmaul 'Shadeward' (68-102 power, 4 apr)5.0 Encumbrance T5 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 68.0 - 102.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +3.0% Attack Speed 100% On-hit +8 arcane +8 darkness On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +29.0% Critical power +23.00% Damage +6% arcane Ignore resists +15% arcane Ignore Armor +13 Massive two-handed mauls. |
Saluyamira the steel greatsword (36-57 power, 2 apr) =stats=3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Nature/Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +8 physical On-crit, radius 2 +8 blight While equipped: Stats +9 Str +9 Dex +7 Mag +10 Wil +9 Cun +7 Con offense ------ Physical Crit +4.0% Combat Speed +10% Damage +9% arcane Accuracy +14 (+6 eff.) Massive two-handed swords. |
Searmortal the steel greatsword (22-35 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Rare] Arcane Weapon Damage 22.0 - 35.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 temporal While equipped: Stats +3 Wil offense ------ Damage +6% arcane +9% fire defense ------ Resistance +12% temporal other ------- Mana/turn +0.16 Mana-on-crit +1.00 Max vim +30.00 Massive two-handed swords. |
balanced steel greatsword of massacre (36-57 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +34% Massive two-handed swords. |
steel greatsword (24-38 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Normal] Weapon Damage 23.5 - 37.6 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Crooked Club (25-35 power, 4 apr)3.0 Encumbrance T2 mace 1H weapon [Unique] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+5 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
warbringer's dwarven-steel mace (25-35 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego+] Master Weapon Damage 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% While equipped: Stats +2 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +7% physical defense ------ Disarm Resist +10% Blunt and deadly. |
mighty ash longbow of fire4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +14 fire While equipped: Stats +3 Str offense ------ Physical Power +9 (+3 eff.) Damage +15% fire Longbows are used to shoot arrows at your foes. |
self-loading quiver of ash arrows of accuracy (17/17, 19-27 power, 7 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego] Arcane/Master Weapon Damage 19.0 - 26.6 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +11 Ignore Armor +7 Critical Rate +1.5% Capacity 17 Auto Reload 3 Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
rough leather armour 'Kynarineg' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +4 Wil offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+2 eff.) defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +9% blight +5% arcane Crit Resistance 15.00% A suit of armour made of leather. |
Charpython the drakeskin leather armour (30 def, 13 armour)9.0 Encumbrance T5 light armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun offense ------ Damage +12% temporal When Hit 2 fire defense ------ Armor +13 Defense +30 (+15 eff.) Fatigue +8% Resistance +16% light +12% fire +15% darkness +8% mind Mind save +35 (+16 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A suit of armour made of leather. |
nightruned rough leather belt of the giants1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Resistance +6% light +7% darkness Spell save +6 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
rough leather belt 'Noonbiter'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Cun +1 Str offense ------ Damage +3% mind defense ------ Resistance +9% mind Life Regen +0.60 Healmod +11% other ------- Light +1 A belt that goes around your waist. |
pair of dwarven-steel boots 'Frigidkill' (10 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +5 Con offense ------ Physical Crit +2.0% Physical Power +10 (+3 eff.) When Hit 4 cold defense ------ Armor +4 Defense +10 (+5 eff.) Fatigue +3% Resistance +8% lightning +8% temporal +15% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Unarmed combat: Weapon Damage 6.0 - 6.6 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +1.0% Attack Speed 100% On-hit +10 fire Damage Conversion 100% fire On Hit: 30% Flamespit level 3 Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 54.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +4.0% Attack Speed 100% On Hit: 35% Slime Spit level 1 These gloves are coated with a thick, green liquid. |
hardened leather gloves 'Hathidig' (0 def, 2 armour) =resists=1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Dex offense ------ Accuracy +12 (+5 eff.) On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +2 Resistance +9% blight +9% temporal +3% nature +6% lightning Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +7 Ignore Armor +3 Critical Rate +9.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% Unarmed combat: Weapon Damage 10.0 - 14.0 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Blackflash (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Mag +2 Wil +3 Con offense ------ Spell Crit +2% Spellpower +25 (+8 eff.) Ignore resists +20% darkness defense ------ Armor +2 Fatigue +3% Physical save +11 (+6 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) Disarm Resist +35% other ------- Mana/turn +0.08 Max mana +40.00 Unarmed combat: Weapon Damage 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +8 physical On Hit: 10% Juggernaut level 1 Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.6 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Kindleprophet' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 7 nature Damage +5% nature +3% light defense ------ Armor +2 Fatigue +3% Resistance +8% nature +9% darkness Spell save +9 (+4 eff.) Pinning Resist +10% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Unarmed combat: Weapon Damage 17.0 - 23.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +7 nature On Hit: 10% Venomous Breath level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Armor +1 Fatigue +1% A cap made of leather. |
Venomscar the dwarven-steel helm (0 def, 4 armour) =absorb=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +6% nature defense ------ Armor +4 Fatigue +4% Resistance +2% physical +18% nature +3% light Spell save +3 (+1 eff.) other ------- Stamina when Hit +0.90 EQ when Hit +1.30 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
9 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. |
5 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. |
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. |
3 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. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
11 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 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
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. |
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. |
Shadewinter the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +6% mind Ignore resists +15% mind When Hit 2 mind defense ------ Resistance +9% darkness +3% cold Life +43.00 other ------- 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. |
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.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Ravenzeal the alchemist's lamp =blight rez=1.0 Encumbrance T3 lite [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Resistance +20% blight +5% arcane +3% nature other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
Kindleblight [power 206] (11/15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: Stats +5 Wil offense ------ Damage +6% blight When Hit 6 blight other ------- Max mana +60.00 Light +3 Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By zzyy the Ogre Bulwark level 15
45th Regrowth 123rd year of Ascendancy at 06:49 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By zzyy the Ogre Bulwark level 18
31st Pyre 123rd year of Ascendancy at 23:19 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By zzyy the Ogre Bulwark level 10
2nd Haze 122nd year of Ascendancy at 16:33 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By zzyy the Ogre Bulwark level 20
33rd Pyre 123rd year of Ascendancy at 23:32 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By zzyy the Ogre Bulwark level 21
10th Mirth 123rd year of Ascendancy at 21:41 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By zzyy the Ogre Bulwark level 8
78th Dusk 122nd year of Ascendancy at 05:45 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By zzyy the Ogre Bulwark level 11
6th Haze 122nd year of Ascendancy at 07:12 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By zzyy the Ogre Bulwark level 18
31st Pyre 123rd year of Ascendancy at 16:33 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By zzyy the Ogre Bulwark level 18
7th Pyre 123rd year of Ascendancy at 14:08 see stats
Log
Zzyy starts regenerating health quickly.
Rat Lich's creeping dark hits zzyy for (40 antimagic), 0 darkness (0 total damage).
Talent Repulsion is ready to use.
Zzyy's manaburn arcane area effect hits zzyy for 0 arcane damage.
You are unable to move!
Rat Lich's creeping dark hits zzyy for (40 antimagic), 0 darkness (0 total damage).
Something strikes zzyy in the darkness (+33% damage).
Something hits zzyy for (44 antimagic), 127 darkness (127 total damage).
Talent Disarm is ready to use.
Zzyy's manaburn arcane area effect hits Shadow for 30 arcane damage.
Zzyy's manaburn arcane area effect hits zzyy for 0 arcane damage.
Rat Lich's Netherblast strikes zzyy in the darkness (+33% damage).
Zzyy's manaburn arcane area effect killed Shadow!
Rat Lich's Netherblast hits zzyy for (44 antimagic), 73 temporal, (44 antimagic), 39 darkness (112 total damage).
Zzyy uses Shield Slam.
ash totem of healing [power 182] (11/15 cooldown) is still recharging.
ash totem of healing [power 182] (11/15 cooldown) is still recharging.
ash totem of healing [power 182] (11/15 cooldown) is still recharging.
ash totem of healing [power 182] (11/15 cooldown) is still recharging.
ash totem of healing [power 182] (11/15 cooldown) is still recharging.
Zzyy uses Mana Clash.
Rat Lich's creeping dark hits zzyy for (31 antimagic), 0 darkness (0 total damage).
Zzyy loses sight!
Something strikes zzyy in the darkness (+33% damage).
Something hits zzyy for (44 antimagic), 69 darkness (69 total damage).
Something strikes zzyy in the darkness (+33% damage).
Something hits zzyy for (44 antimagic), 206 arcane (206 total damage).
zzyy the level 21 ogre bulwark was energised to death by a Rat Lich on level 1 of Forsaken Crypt.







































































































