










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Godfeaster on the Map 1.7.0Places the Godfeaster on the map instead of as a random encounter, and warns you about not being able to rod out. Essentially a copy-paste of Melinda on the Map. Items Vault 1.7.6Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Melinda on the Map - Bamboo Edition 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. This fork marks the sect as encountered so it works with improved recall. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Cursed |
| Level / Exp | 20 / 17% |
| Size | small |
| Lifes / Deaths | Killed by ink squid at level 1 on the 75th Pyre 122nd year of Ascendancy at 07:29 0 / 6Killed by dragon turtle at level 2 on the 76th Pyre 122nd year of Ascendancy at 14:49 Killed by Ce'Nyvea the dreaming war bear at level 9 on the 6th Mirth 122nd year of Ascendancy at 22:15 Killed by Redloco the human at level 18 on the 2nd Dusk 122nd year of Ascendancy at 04:40 Killed by Islonne the sand-drake at level 19 on the 7th Dusk 122nd year of Ascendancy at 16:07 Killed by Zearo the Bringer of Doom at level 20 on the 8th Dusk 122nd year of Ascendancy at 10:48 |
Primary Stats
| Strength | 49 (base 47) |
| Dexterity | 9 (base 10) |
| Constitution | 47 (base 47) |
| Magic | 17 (base 10) |
| Willpower | 58 (base 38) |
| Cunning | 25 (base 10) |
Resources
| Life | -231/582 |
| Hate | 100/100 |
| Healing Factor | 1.3390771837157 |
| Regeneration | 16.403695500517 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 7 |
| See Stealth | 18 |
| See Invisible | 16 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 42 |
| Crit Chance | 14% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +5% |
| Acid | +16% |
| Darkness | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +24% |
| Cold | +20% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 30.522593642275 (62.32946707186%) |
| Defense | 3 |
| Ranged Defense | 3 |
| Fatigue | 13 |
| Physical Save | 35 |
| Spell Save | 29 |
| Mental Save | 28 |
Defense: Resistances
| Darkness | + 37%( 70%) |
| Nature | + 16%( 70%) |
| Blight | + 16%( 70%) |
| Fire | + 13%( 70%) |
| Cold | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Disarm Resistance | 32% |
| Confusion Resistance | 91% |
| Fear Resistance | 45% |
| Knockback Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
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 failed to protect the lost sun paladin from death by Glyyara the dozing great wolf. Escort: lost sun paladin (level 1 of Heart of the Gloom) | failed |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved spell save by +12. | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 avoidance. 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 skeleton mage skull. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed warg claw. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' 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 chunk of ghoul flesh. * You've found the needed sandworm tooth. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Flashfiend the pair of dwarven-steel boots (Nightmares) (0 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag +6 Wil +2 Con ----- def ----- Armour +7 Fatigue +3% Resists +9% fire ---------- misc Infravis +4 Curse of Nightmares Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | Urthigrim (17/17, 14-20 power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Rare] Arcane Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Rld cld 4 Ranged+ +4 acid On Hit.r1 +4 blight +12 acid On Crit.r2 +16 acid Arrows are used with bows to pierce your foes to death. |
| Light source | watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +20% Confus- +11% ---------- misc Light +6 See.Stealth +8 See.Invis +6 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 6 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Camobers the Balancemarrow (Shrouds) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Str +3 Mag +3 Wil +2 Cun dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +9% nature ---------- misc Light +2 Infravis +3 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | gold ring 'Phlegmgasher'0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +12% darkness Res.pen +15% nature +20% cold Melee Ret 2 nature ----- def ----- Resists +24% darkness +3% nature Max.HP +49.00 HP.reg +12.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Zuboma the Chillquake (Nightmares)1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +4.0% Crit.mult +17.00% Phys.pwr +4 (+2 eff.) Mind.pwr +10 (+2 eff.) Melee Ret 8 cold ---------- misc Hate/m.crit +3.00 Max.psi +30.00 Curse of Nightmares A belt that goes around your waist. |
| In main hand | elemental voratun greatsword of corruption (Madness) (62-100 power, 4 apr)3.0 T5 greatsword 2H weapon [Ego++] Arcane Power 62.5 - 100.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: 20% Curse of Impotence 5 On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +16% acid Res.pen +24% acid Curse of Madness Massive two-handed swords. |
| On hands | steady hardened leather gloves of strength (+3) (Corpses) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant steel mail armour of implacability (Nightmares) (2 def, 12 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Wil ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +6% Resists +13% blight +10% darkness Phys.save +6 (+3 eff.) ---------- misc Light +1 Curse of Nightmares A suit of armour made of mail. |
| Cloak | Voraleba (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Melee Ret 2 mind ----- def ----- Defense +2 (+2 eff.) Resists +15% cold Crit.chn- 10.00% Max.HP +40.00 Disarm- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.psi +10.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
wild infusion (res 19%; mental; dur 2; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune (absorb 31; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stabilizing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Heal.mod +12% Cut- +40% Pinning- +21% Knockbk- +22% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 327 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+4 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +21 Rings make your fingers look great! |
savior's steel ring of arcana (+0.14/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Silence- +21% ---------- misc Mana/turn +0.14 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Stormfront (Madness) (30-45 power, 15 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +15 lightning +15 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +12% lightning +12% cold Curse of Madness The blade glows faintly blue, and reflects a sky full of stormy clouds. |
balanced steel battleaxe of evisceration (Madness) (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 196 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+4 eff.) Acc +12 (+4 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +29% Curse of Madness Massive two-handed battleaxes. |
dwarven-steel battleaxe of phasing (Shrouds) (32-47 power, 14 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 31.5 - 47.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +6.5% Atk.spd 100% Phasing +20% Curse of Shrouds Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe (Shrouds) (33-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 21 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +14% acid Res.pen +7% acid Curse of Shrouds Massive two-handed battleaxes. |
iron battleaxe (Corpses) (13-20 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 13.0 - 19.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Curse of Corpses Massive two-handed battleaxes. |
Glareshine (Shrouds) (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 darkness Against +16% Living On Hit: * 10% chance to reduce all saves and defense by 36 While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+2 eff.) ----- def ----- Resists +9% light ---------- misc Light +2 Curse of Shrouds Massive two-handed mauls. |
balanced iron greatmaul (Madness) (19-28 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Master Power 19.0 - 28.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Curse of Madness Massive two-handed mauls. |
warbringer's dwarven-steel greatsword of dampening (Shrouds) (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Disrupt/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +9% physical ----- def ----- Resists +14% acid +13% lightning +14% cold +10% fire +3% all Spell.save +12 (+6 eff.) Disarm- +20% Curse of Shrouds Massive two-handed swords. |
penetrating yew longbow (Nightmares)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +11% physical Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Eye of Summer (Shrouds) (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 Curse of Shrouds This mindstar glows with a bright warm light, but seems somehow incomplete. |
hateful pulsing mindstar (Misfortune) (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +11% darkness Res.pen +7% mind +7% darkness ---------- misc Max.hate +5.00 Talents +1 Attune Mindstar Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of clarity (Shrouds) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) ----- def ----- Mind.save +2 (+1 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (Corpses) (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight Curse of Corpses A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
chilling dwarven-steel waraxe (Shrouds) (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 cold Curse of Shrouds One-handed war axes. |
Garida the Lightarc (Madness)1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +3% darkness Res.pen +20% light +5% lightning ----- def ----- Resists +3% lightning HP.reg +0.60 Heal.mod +10% ---------- misc Light +1 Curse of Madness A belt that goes around your waist. |
grounding rough leather belt (Misfortune)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +6% lightning +5% temporal Curse of Misfortune A belt that goes around your waist. |
grounding rough leather belt (Nightmares)1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +6% temporal Curse of Nightmares A belt that goes around your waist. |
noble's hardened leather belt of valiance (Nightmares)1.0 T3 belt armor [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Against +24% Summoned ----- def ----- D.Red.from +17% Summoned Mind.save +9 (+4 eff.) Max.HP +40.00 Curse of Nightmares A belt that goes around your waist. |
noble's rough leather belt (Madness)1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +16% Summoned Curse of Madness A belt that goes around your waist. |
rough leather belt of carrying (Madness)1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +23 Curse of Madness A belt that goes around your waist. |
Eilinasewyn the Splendourrazor (Shrouds) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +1 Con +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +6% mind ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (Misfortune) (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +32.00 Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe (Corpses) (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of corrosion (+16%) (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% acid On Melee Ret: * 4% chance to slow global speed by 64% * 4 arcane resource burn ----- def ----- Resists +16% acid +9% all Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken woollen robe (Nightmares) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +5% arcane +6% temporal ----- def ----- Resists +9% all ---------- misc Max.mana +10.00 Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe of protection (Madness) (3 def, 2 armour)2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +8% nature ----- def ----- Armour +2 Defense +3 (+3 eff.) Resists +9% all Phys.save +16 (+7 eff.) Poison- +20% Disease- +20% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Brightborn the pair of rough leather boots (Madness) (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +12% light Res.pen +5% cold ----- def ----- Armour +2 Resists +3% light +6% cold ---------- misc Infravis +1 Curse of Madness A pair of boots made of leather. |
Nerariamina the Frigidbreak (Madness) (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% cold ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Infravis +3 Curse of Madness A pair of boots made of leather. |
pair of rough leather boots of tirelessness (Misfortune) (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +11.00 Curse of Misfortune A pair of boots made of leather. |
restorative pair of hardened leather boots (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.00 Heal.mod +12% Curse of Misfortune A pair of boots made of leather. |
iron gauntlets of dexterity (+2) (Corpses) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's iron gauntlets (Shrouds) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Psionic While equipped: dps ---------- Melee+ 5 mind Dmg.mod +4% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves (Nightmares) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Unlightbreak (Corpses) (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% acid +6% darkness Melee Ret 2 acid 10 darkness On Hit (Melee): * 20% chance to reduce armor by 20% ----- def ----- Armour +6 Fatigue +3% Resists +6% acid ---------- misc Infravis +2 Curse of Corpses A cap made of leather. |
grounding rough leather cap of strength (+2) (Madness) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal Curse of Madness A cap made of leather. |
miner's iron helm of constitution (+2) (Misfortune) (0 def, 4 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +4 Fatigue +5% ---------- misc Infravis +1 Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of strength (+3) (Nightmares) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Curse of Nightmares A cap made of leather. |
cleansing dwarven-steel mail armour of implacability (Madness) (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +13 Defense +3 (+3 eff.) Fatigue +6% Resists +10% nature +10% blight Phys.save +9 (+5 eff.) Curse of Madness A suit of armour made of mail. |
cleansing steel mail armour (Madness) (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +11% nature +12% blight Curse of Madness A suit of armour made of mail. |
iron mail armour (Madness) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Curse of Madness A suit of armour made of mail. |
iron mail armour of cold resistance (Nightmares) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +15% cold Curse of Nightmares A suit of armour made of mail. |
Starwrack (Corpses) (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Res.pen +10% light +20% fire Melee Ret 4 light ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +18% fire ---------- misc Light +3 Curse of Corpses A suit of armour made of leather. |
volcanic rough leather armour (Shrouds) (3 def, 7 armour)9.0 T1 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 5 fire ----- def ----- Armour +7 Defense +3 (+3 eff.) Fatigue +6% Resists +10% fire +11% physical Curse of Shrouds A suit of armour made of leather. |
acidic quiver of yew arrows (19/19, 31-43 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Ego] Arcane Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 19 On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 Arrows are used with bows to pierce your foes to death. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
58 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(115 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 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 15 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
powerful steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By slaymate the Yeek Cursed level 20
8th Dusk 122nd year of Ascendancy at 10:37 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By slaymate the Yeek Cursed level 10
7th Mirth 122nd year of Ascendancy at 08:15 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By slaymate the Yeek Cursed level 20
8th Dusk 122nd year of Ascendancy at 06:35 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By slaymate the Yeek Cursed level 19
5th Dusk 122nd year of Ascendancy at 00:43 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By slaymate the Yeek Cursed level 9
6th Mirth 122nd year of Ascendancy at 20:02 see stats
Log
Slaymate uses Defiling Touch.
slaymate misses Zearo the Bringer of Doom.
Grappling hits slaymate for 1 physical, 1 physical (2 total damage).
Grappled from Zearo the Bringer of Doom hits slaymate for 39 physical damage.
Mindrot hits Zearo the Bringer of Doom for (12 flat reduction), 8 mind, (12 flat reduction), 8 darkness (16 total damage).
Zearo the Bringer of Doom spits flames!
Zearo the Bringer of Doom hits slaymate for 31 fire damage.
The air around Slaymate grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
You are unable to move!
You are unable to move!
slaymate misses Zearo the Bringer of Doom.
Slaymate stops regenerating health quickly.
Slaymate's mind surges with critical power!
Talent Slash is ready to use.
Grappling hits slaymate for 2 physical, 3 physical (5 total damage).
Grappled from Zearo the Bringer of Doom hits slaymate for 39 physical damage.
Mindrot hits Zearo the Bringer of Doom for (12 flat reduction), 18 mind, (12 flat reduction), 22 darkness (40 total damage).
The air around Slaymate grows cold and terrifying shapes begin to coalesce. A nightmare has begun.
Zearo the Bringer of Doom uses Take Down.
The shattering blow creates a shockwave!
Slaymate is free from the grapple.
Zearo the Bringer of Doom has released the hold.
Zearo the Bringer of Doom hits Terror for 430 physical damage.
Zearo the Bringer of Doom hits slaymate for 54 physical, 3 arcane, 3 arcane, 331 physical (392 total damage).
Zearo the Bringer of Doom hits Terror for 430 physical damage.
Grappling hits slaymate for 0 physical damage.
Melee retaliation hits Zearo the Bringer of Doom for (12 flat reduction), 1 blight, (10 flat reduction), 0 cold, (3 flat reduction), 0 mind, (3 flat reduction), 0 nature (1 total damage).
slaymate the level 20 yeek cursed was cleaved to death by Zearo the Bringer of Doom on level 3 of Sandworm lair.

















































































































