










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.6.0This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Cornac |
Class | Berserker |
Level / Exp | 20 / 80% |
Size | medium |
Lifes / Deaths | Killed by Cyretta the degenerated skeleton warrior at level 8 on the 9th Mirth 122nd year of Ascendancy at 05:17 / 2Killed by Zuberina the temporal stalker at level 20 on the 55th Haze 122nd year of Ascendancy at 22:00 |
Primary Stats
Strength | 51 (base 48) |
Dexterity | 11 (base 11) |
Constitution | 48 (base 40) |
Magic | 15 (base 10) |
Willpower | 14 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -9/779 |
Stamina | 59/197 |
Healing Factor | 1.2678383355187 |
Regeneration | 7.9239895969921 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104.2% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 24.602579952692 |
See Invisible | 24.602579952692 |
Offense: Mainhand
Damage | 104 |
Accuracy | 21 |
Crit Chance | 25% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 7.5 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +12% |
Darkness | +9% |
All | 0% |
Offense: Damage Penetration
Fire | +7% |
Cold | +20% |
Defense: Base
Armour (hardiness) | 37.292304923968 (87.807182003187%) |
Defense | 3 |
Ranged Defense | 3 |
Fatigue | 9 |
Physical Save | 36 |
Spell Save | 23 |
Mental Save | 30 |
Defense: Resistances
Blight | + 20%( 70%) |
Arcane | + 15%( 70%) |
Mind | + 15%( 70%) |
All | + 10%( 70%) |
Lightning | + 13%( 70%) |
Light | + 13%( 70%) |
Physical | + 12%( 70%) |
Darkness | + 18%( 70%) |
Fire | + 18%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Pinning Resistance | 22% |
Bleed Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 47% |
Stun Resistance | 23% |
Poison Resistance | 40% |
Knockback Resistance | 65% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 142 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Berserker's strength | 1.30 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Bloodthirst | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Effects
Quests
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 green worm. * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. 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 giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | ![]() 3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +3 Con offense ------ Physical Crit +1.0% Physical Power +5 (+2 eff.) Mindpower +5 (+3 eff.) defense ------ Armor +5 Fatigue +2% Resistance +2% physical other ------- Stamina/turn +2.00 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Cun +5 Mag defense ------ Resistance +3% lightning +3% fire Spell save +12 (+6 eff.) Life +42.00 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. |
On head | ![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str +2 Con offense ------ Physical Crit +1.0% When Hit 6 darkness 6 physical On-Hit (Melee): * 10% chance to reduce damage dealt by 20% defense ------ Armor +3 Fatigue +5% Resistance +3% darkness +5% arcane Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +1.00 Battle Cry: Puts all charms on 24 turn cooldown Effective talent level: 2.6 Power cost 24 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T1 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 22 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Mindpower +30 (+11 eff.) Damage +12% lightning When Hit 4 mind 2 darkness defense ------ Life +22.00 Disarm Resist +22% Pinning Resist +22% Knockbk Resist +25% other ------- EQ when Hit +0.04 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 3.0 Encumbrance T3 greatsword 2H weapon [Ego+] Nature Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +14 nature On-crit, radius 2 +7 fire While equipped: offense ------ Global Speed +4% Ignore resists +7% fire Massive two-handed swords. |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Con defense ------ Armor +2 Resistance +3% mind +6% darkness Physical save +12 (+5 eff.) Spell save +5 (+3 eff.) Mind save +12 (+6 eff.) Poison Resist +20% Cut Resist +20% Disarm Resist +25% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 3.9 Power cost 26 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 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 14.0 Encumbrance T2 heavy armor [Rare] Nature While equipped: offense ------ Physical Power +5 (+2 eff.) Ignore resists +15% cold Ignore Armor +2 defense ------ Armor +10 Defense +2 (+2 eff.) Fatigue +12% Resistance +3% light Life +30.00 other ------- Max stamina +30.00 A suit of armour made of mail. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Wil offense ------ Mind Crit +1% Critical power +15.00% defense ------ Defense +1 (+1 eff.) Resistance +3% mind Life +33.00 other ------- Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Disrupt While equipped: offense ------ Damage +9% darkness Ignore resists +5% cold defense ------ Resistance +11% blight +6% fire +11% nature Mind save +3 (+2 eff.) Life Regen +4.00 Poison Resist +20% Disease Resist +24% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 433% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 148 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 5 Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +10% lightning Stun Resist +24% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% fire +12% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil defense ------ Resistance +10% light +13% darkness Blind Resist +21% Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% light +12% darkness Blind Resist +27% Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con defense ------ Resistance +5% physical other ------- Stamina/turn +0.30 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Critical power +11.00% Accuracy +6 (+3 eff.) Ignore Armor +10 defense ------ Resistance +6% physical other ------- Stamina/turn +0.20 Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +5 Wil offense ------ Physical Power +7 (+2 eff.) Spellpower +7 (+3 eff.) Mindpower +7 (+3 eff.) Damage +5% all defense ------ Resistance +12% fire other ------- See Invisibility +12 Rings make your fingers look great! |
![]() 0.1 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 8.56 cold and 8.56 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Dex +2 Mag offense ------ On-Hit 10 light On-Ranged-Hit 11 light Damage +11% light Accuracy +6 (+3 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% fire Accuracy +6 (+3 eff.) defense ------ Resistance +22% fire Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Fatigue -4% Resistance +22% fire other ------- Encumbrance +21 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +7 (+4 eff.) Mind save +6 (+3 eff.) Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 battleaxe 2H weapon [Random Unique] Arcane/Master Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +4 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 5 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +10.0% Ignore resists +15% light defense ------ Resistance +3% light Massive two-handed battleaxes. |
![]() 1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Ego] Master Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +6 (+3 eff.) defense ------ Defense +6 (+6 eff.) Disarm Resist +27% Sharp, short and deadly. |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.6 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Hits the target with your weapon, doing 130% damage. If the attack hits, the target's armour and saves are reduced by 14 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 51% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Master Weapon Damage 24.5 - 39.2 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% While equipped: Stats +3 Dex offense ------ Ignore resists +10% physical Accuracy +14 (+7 eff.) Ignore Armor +12 defense ------ Resistance +6% lightning +3% fire +9% mind Unlife -60.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 34.0 - 54.4 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: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego] Nature/Master Weapon Damage 27.0 - 43.2 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 +10 nature While equipped: offense ------ Accuracy +10 (+5 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +36% Massive two-handed swords. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Master Weapon Damage 21.5 - 34.4 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 Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +9.0% Massive two-handed swords. |
![]() 4.0 Encumbrance T2 longbow 2H weapon Reqs Dex 16 Shoot [Normal] Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Ego++] Disrupt/Psionic Weapon Damage 36.0 - 50.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Deals 64 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 mace 1H weapon [Ego] Master/Psionic Weapon Damage 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +6 darkness Damage Against +7% Living Blunt and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Ego] Psionic Weapon Damage 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +8 darkness Damage Against +9% Living One-handed war axes. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Normal] Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% Resistance +6% light +5% darkness other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +5% darkness +15% fire defense ------ Resistance +6% darkness +6% fire Life +33.00 A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +7 Cun +8 Wil offense ------ Mind Crit +5% Ignore resists +15% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 20% defense ------ Defense +2 (+2 eff.) Resistance +6% blight +5% arcane other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Mag offense ------ Ignore resists +10% cold defense ------ Defense +6 (+6 eff.) Crit Resistance 15.00% Physical save +6 (+3 eff.) other ------- Light +1 See Invisibility +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +1 Str +2 Dex defense ------ Armor +3 Fatigue +2% Resistance +9% mind Silence Resist +21% Confus Resist +20% Stun Resist +23% other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: Stats +6 Lck +4 Dex offense ------ Move Speed +25% defense ------ Armor +1 Stealth +6 A pair of boots made of leather. |
![]() 1.0 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Mag +2 Wil +6 Con offense ------ Physical Crit +5.0% Spell Crit +13% Mind Crit +7% Critical power +9.00% Ignore resists +10% acid defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +5 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 6 arcane Damage +3% arcane defense ------ Armor +6 Resistance +6% arcane Mind save +8 (+4 eff.) Life +43.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 darkness Damage +3% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Ego] Disrupt/Psionic While equipped: offense ------ Damage +12% mind defense ------ Defense +1 (+1 eff.) Resistance +6% blight +6% nature +12% mind A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Armor +1 Fatigue +1% Resistance +6% lightning +7% temporal A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Physical Power +15 (+5 eff.) defense ------ Armor +3 Fatigue +5% Resistance +12% lightning +3% light +3% nature Physical save +11 (+5 eff.) Poison Resist +10% Disarm Resist +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +11% acid defense ------ Defense +1 (+1 eff.) Resistance +16% acid other ------- Mana/turn +0.12 A pointy cloth hat, very wizardly... |
![]() 14.0 Encumbrance T1 heavy armor [Rare] Master While equipped: offense ------ Spellpower +10 (+4 eff.) Accuracy +20 (+10 eff.) When Hit 4 fire defense ------ Armor +4 Defense +12 (+12 eff.) Fatigue +12% Resistance +17% acid Unlife -20.00 life A suit of armour made of mail. |
![]() 9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +6 Cun +6 Wil offense ------ Damage +9% mind defense ------ Armor +2 Defense +3 (+3 eff.) Fatigue +6% Resistance +16% acid other ------- EQ when Hit +0.12 A suit of armour made of leather. |
![]() 17.0 Encumbrance T1 massive armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun +3 Wil defense ------ Armor +7 Fatigue +22% Mind save +11 (+6 eff.) Life +22.00 Life Regen +3.00 Healmod +11% A suit of armour made of metal plates. |
![]() 17.0 Encumbrance T2 massive armor [Ego] Master While equipped: defense ------ Armor +9 Fatigue +22% Resistance +17% fire A suit of armour made of metal plates. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str offense ------ Damage +6% mind Ignore resists +5% darkness +15% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 20% * 20% chance to reduce all saves and defense by 24 defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
![]() 0.0 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. |
![]() 1.0 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.(58 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 Encumbrance T2 lite [Unique] Arcane While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 3 (based on Magic) detrimental mental effects. Uses 34 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +10% nature Accuracy +15 (+8 eff.) Ignore Armor +1 defense ------ Armor +8 Physical save +5 (+2 eff.) Healmod +12% 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. |
![]() 2.0 Encumbrance T1 lite [Ego] Arcane While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 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 17 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. |
![]() 2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+5 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 33 and armour hardiness by 40% Puts all charms on 22 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By walk the Cornac Berserker level 17
42nd Haze 122nd year of Ascendancy at 13:07 see stats
By walk the Cornac Berserker level 15
12nd Haze 122nd year of Ascendancy at 16:36 see stats
By walk the Cornac Berserker level 19
50th Haze 122nd year of Ascendancy at 03:47 see stats
By walk the Cornac Berserker level 10
13rd Dusk 122nd year of Ascendancy at 12:06 see stats
By walk the Cornac Berserker level 20
51st Haze 122nd year of Ascendancy at 14:09 see stats
By walk the Cornac Berserker level 10
13rd Dusk 122nd year of Ascendancy at 12:13 see stats
By walk the Cornac Berserker level 9
1st Flare 122nd year of Ascendancy at 00:47 see stats
By walk the Cornac Berserker level 18
43rd Haze 122nd year of Ascendancy at 09:46 see stats
By walk the Cornac Berserker level 18
44th Haze 122nd year of Ascendancy at 01:19 see stats
By walk the Cornac Berserker level 8
9th Mirth 122nd year of Ascendancy at 05:17 see stats
Log
walk hits Zuberina the temporal stalker for 95 physical, 13 nature (108 total damage).
Zuberina the temporal stalker hits walk for 22 physical, 32 darkness, 8 physical, 6 nature, 32 darkness (101 total damage).
Melee retaliation hits Zuberina the temporal stalker for 2 mind, 8 darkness, 5 physical, 2 mind, 8 darkness, 5 physical (30 total damage).
walk misses Zuberina the temporal stalker.
Zuberina the temporal stalker is confused and fails to use Attack.
Talent Stunning Blow is ready to use.
Zuberina the temporal stalker seems more focused.
Zuberina the temporal stalker performs a melee critical strike against walk!
Zuberina the temporal stalker hits walk for 37 physical, 32 darkness, 8 physical, 6 nature, 32 darkness (115 total damage).
Melee retaliation hits Zuberina the temporal stalker for 2 mind, 8 darkness, 5 physical, 2 mind, 8 darkness, 5 physical (30 total damage).
Walk uses Disarm.
walk misses Zuberina the temporal stalker.
Zuberina the temporal stalker resists the blow!
Walk's skin returns to normal.
Talent Shattering Blow is ready to use.
Talent Infusion: Regeneration is ready to use.
Zuberina the temporal stalker hits walk for 26 physical, 32 darkness, 11 physical, 6 nature, 32 darkness (108 total damage).
Melee retaliation hits Zuberina the temporal stalker for 2 mind, 8 darkness, 5 physical, 2 mind, 8 darkness, 5 physical (30 total damage).
Walk uses Infusion: Regeneration.
Walk starts regenerating health quickly.
Zuberina the temporal stalker hits walk for 31 physical, 32 darkness, 12 physical, 6 nature, 32 darkness (113 total damage).
Melee retaliation hits Zuberina the temporal stalker for 4 mind, 8 darkness, 5 physical, 2 mind, 8 darkness, 5 physical (32 total damage).
Zuberina the temporal stalker hits walk for 23 physical, 32 darkness, 12 physical, 6 nature, 32 darkness (105 total damage).
Melee retaliation hits Zuberina the temporal stalker for 4 mind, 8 darkness, 5 physical, 4 mind, 8 darkness, 5 physical (34 total damage).
walk the level 20 cornac berserker was shadowed to death by Zuberina the temporal stalker on level 2 of The Maze.
walk's rage subsides!