











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Summoner |
| Level / Exp | 19 / 63% |
| Size | medium |
| Lifes / Deaths | Killed by Blood Master at level 19 on the 77th Haze 122nd year of Ascendancy at 16:32 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 23 (base 11) |
| Constitution | 15 (base 13) |
| Magic | 9 (base 10) |
| Willpower | 54 (base 47) |
| Cunning | 51 (base 35) |
Resources
| Life | -66/573 |
| Equilibrium | 44 |
| Healing Factor | 1.0460311219418 |
| Regeneration | 3.3996011463108 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 33.891010379467 |
| See Invisible | 33.891010379467 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 22 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +25% |
| Lightning | +15% |
| Light | +14% |
| Nature | +6% |
| Cold | +19% |
| Physical | +13% |
| Fire | +12% |
| All | +2% |
Offense: Damage Penetration
| Light | +10% |
| Blight | +5% |
| Mind | +15% |
| Cold | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 12%( 70%) |
| Physical | + 22%( 70%) |
| Cold | + 20%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 14%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 17%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 27%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Teleport Resistance | 30% |
| Stun Resistance | 22% |
| Disarm Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
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: 11 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 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| 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
| Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Summoning (distance) | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Heart of the Gloom. Escort: repented thief (level 1 of Heart of the Gloom)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed length of troll intestine. * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You 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 | Glaciersweeper the pair of hardened leather boots (5 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +6 Defense: +5 (+2 eff.) Changes resistances: +12% acid / +3% nature Changes resistances penetration: +10% cold Disarm immunity: +10% Teleport immunity: +20% Infravision radius: +2 A pair of boots made of leather. |
| Light source | EilinelranaInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes resistances: +9% temporal Changes resistances penetration: +5% mind Psi when hit: +0.12 Maximum life: +45.00 Mindpower: +5 (+1 eff.) Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Xayawen (17 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +17 (+7 eff.) Damage when hit (Melee): 4 physical Changes stats: +1 Mag / +1 Con Changes resistances: +14% mind Changes damage: +14% mind Maximum stamina: +30.00 Infravision radius: +1 A pointy cloth hat, very wizardly... |
| On hands | naturalist's rough leather gloves of dexterity (+2) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 7 nature Changes stats: +2 Dex Changes resistances: +5% nature Changes damage: +4% nature 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. |
| Tool | Ce'Naselaith the dwarven-steel torque of gale force [power 205] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Physical power: +15 (+8 eff.) Defense: +10 (+5 eff.) Changes stats: +2 Dex Changes resistances: +12% cold It can be used to project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 232 physical damage Activation puts all charms on cooldown for 13 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gold ring 'Guvena'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce armor by 14% * 12% chance to reduce all saves and defense by 31 Damage (Melee): 12 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 5 physical Changes stats: +3 Cun Changes resistances: +6% acid Changes damage: +9% mind Critical mult.: +10.00% Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +15 (+5 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | psionicist's steel ring of perseveranceCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Stun/Freeze immunity: +22% Life regen: +2.00 Rings make your fingers look great! |
| Around neck | Salyna the SkyreignInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +4 Str Changes resistances: +6% lightning / +3% physical Changes damage: +3% cold Teleport immunity: +10% Maximum life: +80.00 Amulets make your neck look great! |
| In main hand | thorny mindstar 'Morbuswisp' (9-10 power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 58% Damage (radius 1) on hit: +4 temporal When wielded/worn: Changes resistances: +12% nature Changes resistances penetration: +15% nature Changes damage: +13% lightning / +10% fire / +14% cold Talent masteries: +0.10 Psionic / Focus +0.20 Psionic / Projection Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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 off hand | thorny mindstar 'Splendournull' (8-9 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +8 mind When wielded/worn: Changes resistances penetration: +10% light / +10% mind Changes damage: +12% light Talent granted: +1 Attune Mindstar Life regen: +1.00 Maximum life: +28.00 Mindpower: +6 (+2 eff.) Mental crit. chance: +6% 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. |
| Cloak | cashmere cloak 'Aeruregogas' (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances penetration: +5% blight Critical mult.: +10.00% Reduces incoming crit damage: 10.00% Stamina each turn: +3.00 Maximum vim: +40.00 Mental crit. chance: +5% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Iseth the linen robe (0 def, 2 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +11% physical / +6% fire / +7% all Changes damage: +11% physical Mental save: +3 (+2 eff.) Silence immunity: +10% Only die when reaching: -60.00 life A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
insulating copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% fire / +11% cold Amulets make your neck look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +20% Pinning immunity: +23% Knockback immunity: +20% Maximum life: +22.00 Rings make your fingers look great! |
Crystal Shard (16-19 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+12 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns Activation costs 39 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
void walker's ash magestaff of illumination (15-18 power, 3 apr, fire element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Defense: +6 (+3 eff.) Changes resistances: +8% darkness / +7% temporal Changes damage: +15% fire Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +2 Defense after a teleport: +10 Resist all after a teleport: +8% New effects duration reduction after a teleport: +5% It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 39.89 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Sepsisstreaker (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Wil Changes resistances: +3% lightning / +9% nature Changes resistances penetration: +10% mind Changes damage: +20% darkness / +6% mind Talent granted: +1 Command Staff Critical mult.: +14.00% Psi when hit: +0.04 Spellpower: +9 (+9 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
Harozilagen the Growthscar (27-40 power, 2 apr)Requires: - Strength 16 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.0 - 40.5 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% Damage (Melee): +16 light Damage (radius 1) on hit: +8 nature Damage against: +16% Unnatural When wielded/worn: Changes stats: +3 Wil Changes damage: +9% nature Knockback immunity: +10% Life regen: +4.00 Massive two-handed mauls. |
Tidetide (42-62 power, 2 apr)Requires: - Strength 24 Infused by arcane disrupting forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 41.5 - 62.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 12% chance to slow global speed by 58% Damage (Melee): +8 cold / +8 light Damage (radius 1) on hit: +8 cold When wielded/worn: Changes resistances penetration: +25% cold Light radius: +1 Massive two-handed mauls. |
hateful steel waraxe of crippling (14-20 power, 3 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 14.0 - 19.6 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 darkness Damage against: +6% Living When wielded/worn: Physical crit. chance: +5.0% One-handed war axes. |
caller's vined mindstar of balance (4-5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.5 - 5.0 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +3% acid / +3% fire / +2% cold / +3% physical Changes damage: +7% acid / +6% fire / +7% cold / +5% physical Talent granted: +1 Attune Mindstar Physical save: +3 (+3 eff.) Spell save: +3 (+1 eff.) Mental save: +3 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Heals friendly targets nearby when you use a nature summon: +17 Max wilder summons: +1 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. |
thorny mindstar 'Strikerace' (9-10 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +4 lightning When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 58% Changes stats: +4 Wil Changes resistances: +12% nature / +3% darkness / +3% light Changes damage: +3% fire Talent granted: +1 Attune Mindstar Spell save: +4 (+2 eff.) Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Stormlash (17-19 power, 7 apr)Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7 Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Focus the lightning forces on an enemy Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+4 eff.) Changes damage: +10% lightning It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 12.33 to 36.99 lightning damage (based on Magic and Dexterity) Activation costs 9 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+6 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
enhanced ash longbowRequires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +5 Str / +6 Dex / +6 Mag / +6 Wil / +5 Cun / +6 Con Longbows are used to shoot arrows at your foes. |
Yvassra the cured leather slingRequires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 2 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to reduce all saves and defense by 31 Damage (radius 1) on hit: +4 mind When wielded/worn: Physical power: +6 (+3 eff.) Effects on ranged hit: * 10% chance to reduce all saves and defense by 31 Changes stats: +2 Str Changes damage: +6% mind Hate when firing a critical mind attack: +1.00 Mindpower: +15 (+5 eff.) Slings are used to hurl stones or metal shots at your foes. |
Glyreta the Brightonslaught (23/23, 31-43 power, 10 apr)Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 31.0 - 43.4 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 23 Damage (Ranged): +20 lightning / +16 light Damage (radius 1) on hit: +12 nature Damage (radius 2) on crit: +11 lightning / +20 light Arrows are used with bows to pierce your foes to death. |
Coral Spray (8 def, 8 armour, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield 'Bloomblood' (0 def, 6 armour, 74.5 block)Requires: - Shield usage training - Strength 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +6 Fatigue: +8% Damage (Melee): 10 lightning Damage when hit (Melee): 6 lightning Changes resistances: +9% lightning / +6% temporal / +6% darkness / +3% nature / +3% light Talent granted: +1 Block Handheld deflection devices. |
Filthwolf the cured leather armour (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Physical power: +15 (+8 eff.) Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +3 Str / +2 Dex Changes resistances: +17% acid Critical mult.: +5.00% Physical save: +3 (+3 eff.) A suit of armour made of leather. |
enveloping linen cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Physical save: +5 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Grinagas' (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +11 (+5 eff.) Changes stats: +1 Mag / +1 Wil Psi when hit: +0.08 Mindpower: +5 (+1 eff.) Mental crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's linen cloak of battle (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Physical crit. chance: +2.0% Physical power: +1 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -2% Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +11.00 Spellpower: +4 (+4 eff.) A pair of boots made of leather. |
Belutir the pair of hardened leather boots (10 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +10 (+5 eff.) Damage when hit (Melee): 2 mind / 6 physical Changes stats: +2 Dex Changes resistances: +8% lightning / +7% temporal Changes resistances penetration: +20% mind Changes damage: +3% physical A pair of boots made of leather. |
Spellhunt Remnants (1 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +5% nature Changes damage: +5% nature Spell save: +4 (+2 eff.) Maximum life: +20.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. It can be used to destroy an arcane item (of a higher tier than the gauntlets) Activation costs 1 power out of 150/150. These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
linen wizard hat 'Elenilathasin' (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +15 (+8 eff.) Defense: +1 (+0 eff.) Changes stats: +2 Con Changes resistances: +18% darkness / +3% mind Changes damage: +12% darkness Psi when hit: +0.08 Mindpower: +5 (+1 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
linen wizard hat of frost (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% cold Changes damage: +10% cold A pointy cloth hat, very wizardly... |
Hazeknave the cashmere wizard hat (2 def, 6 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex Changes resistances: +7% nature / +7% blight Changes resistances penetration: +10% acid / +15% cold Changes damage: +6% cold Physical save: +3 (+3 eff.) A pointy cloth hat, very wizardly... |
Korudublek (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +5 (+3 eff.) Defense: +2 (+1 eff.) Changes stats: +4 Con Changes resistances: +7% fire / +6% cold Changes damage: +9% acid Critical mult.: +15.00% A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+11 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+6 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
7 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+6 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(111 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +43.00 Light radius: +5 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. |
Raintouch the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes damage: +6% cold Critical mult.: +10.00% Spell crit. chance: +8% Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Essence of BearnessInfused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 85 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
iron pickaxe 'Issumarand' (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +7 Changes stats: +2 Str Changes resistances: +6% cold / +3% nature / +12% mind Confusion immunity: +10% Maximum life: +40.00 When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 23 cooldown : Effective talent level: 2.0 Power cost: 23 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Frostmonster the steel torque of psionic shield [power 51] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes resistances: +6% blight / +18% fire / +3% light It can be used to setup a psionic shield, reducing all damage taken by 51 for 5 turns Activation puts all charms on cooldown for 22 turns. When used: * Reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Goragohor' [power 150] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 arcane Changes resistances: +5% arcane Changes damage: +15% arcane It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 170 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 1 beneficial effects by 1. * Heal for 42. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 105] (22 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 214 Base Damage: 105 Armor: 3 All Resist: 1 Activation puts all charms on cooldown for 22 turns. Natural totems are made by powerful wilders to store nature power. |
innervating elm totem of stinging [power 116] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 123 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
evasive ash totem of thorny skin [power 26] (17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Activation puts all charms on cooldown for 17 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
focusing ash totem of healing [power 170] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Antimagic! (Roguelike)
Completed antimagic training in the Ziguranth camp.By Suu'moneyre the Thalore Summoner level 11
5th Dusk 122nd year of Ascendancy at 16:55 see stats
Can you bear it? So much bearness! (Roguelike)
Killed Borius in the Bearscape.By Suu'moneyre the Thalore Summoner level 15
34th Dusk 122nd year of Ascendancy at 04:01 see stats
Don't Poosh it! (Roguelike)
Killed Kelad in the lost land of Poosh.By Suu'moneyre the Thalore Summoner level 19
74th Haze 122nd year of Ascendancy at 09:35 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Suu'moneyre the Thalore Summoner level 17
22nd Haze 122nd year of Ascendancy at 19:41 see stats
Level 10 (Roguelike)
Got a character to level 10.By Suu'moneyre the Thalore Summoner level 10
7th Mirth 122nd year of Ascendancy at 18:23 see stats
That was close (Roguelike)
Killed your target while having only 1 life left.By Suu'moneyre the Thalore Summoner level 12
13rd Dusk 122nd year of Ascendancy at 06:08 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Suu'moneyre the Thalore Summoner level 10
9th Flare 122nd year of Ascendancy at 14:01 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Suu'moneyre the Thalore Summoner level 10
10th Mirth 122nd year of Ascendancy at 05:39 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Suu'moneyre the Thalore Summoner level 18
69th Haze 122nd year of Ascendancy at 03:33 see stats
Log
Black jelly absorbs some damage. Suu'moneyre is closer to nature.
Blood Master's Beyond the Flesh hits Black jelly for 102 physical, 19 physical, 20 lightning (140 total damage).
Poison from Suu'moneyre hits Blood Master for (16 to psi shield), 25 nature (25 total damage).
Your summoned stone golem disappears.
Blood Master performs a telekinetically enhanced leap!
Black jelly absorbs some damage. Suu'moneyre is closer to nature.
Rimebark's ice area effect hits Black jelly for 33 cold damage.
Rimebark's ice area effect hits 3-headed hydra for (15 to ice), 22 cold (22 total damage).
Suu'moneyre's poison area effect hits Blood Master for (8 to psi shield), 12 nature (12 total damage).
3-headed hydra hits Iceblock for 8 physical damage.
Blood Master's Beyond the Flesh performs a melee critical strike against Suu'moneyre!
Blood Master's Beyond the Flesh hits Suu'moneyre for 109 physical, 17 physical, 15 lightning (141 total damage).
Melee retaliation hits Blood Master for (2 to psi shield), 2 physical (2 total damage).
Poison from Suu'moneyre hits Blood Master for (19 to psi shield), 28 nature (28 total damage).
Suu'moneyre uses Gift of the Woods.
Suu'moneyre starts regenerating health quickly.
Suu'moneyre uses Infusion: Wild.
Suu'moneyre speeds up.
Suu'moneyre is cured!
Suu'moneyre lessens the pain.
Suu'moneyre summons a Minotaur!
Suu'moneyre's mind surges with critical power!
black jelly oozes over the ground!!
Blood Master uses Telekinetic Smash.
Blood Master performs a melee critical strike against Suu'moneyre!
Suu'moneyre is stunned!
Blood Master hits Suu'moneyre for 97 physical, 12 physical, 11 lightning, 145 physical, 12 physical (277 total damage).
Melee retaliation hits Blood Master for (2 to psi shield), 3 physical, (2 to psi shield), 3 physical (5 total damage).
Suu'moneyre the level 19 thalore summoner was raked to death by Blood Master on level 3 of Ring of Blood.



































































































