











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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! 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 | Normal Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Skirmisher |
| Level / Exp | 24 / 38% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 24 on the 23rd Pyre 123rd year of Ascendancy at 16:21 / 2Killed by Celia at level 24 on the 23rd Pyre 123rd year of Ascendancy at 17:48 |
Primary Stats
| Strength | 29 (base 15) |
| Dexterity | 53 (base 37) |
| Constitution | 42 (base 30) |
| Magic | 14 (base 10) |
| Willpower | 30 (base 11) |
| Cunning | 63 (base 41) |
Resources
| Life | -98/623 |
| Mana | 338/338 |
| Stamina | 219/219 |
| Healing Factor | 1.2339880031269 |
| Regeneration | 6.365534074048 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 41.423963940317 |
| See Invisible | 41.423963940317 |
Offense: Mainhand
| Damage | 90 |
| Accuracy | 59 |
| Crit Chance | 34% |
| APR | 3 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| Blight | +3% |
| Physical | +10% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +9% |
| Cold | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 44.719009130622 (56.026343845506%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 11.923805221685 |
| Physical Save | 32 |
| Spell Save | 36 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Lightning | + 38%( 70%) |
| Nature | + 23%( 70%) |
| Cold | + 23%( 70%) |
| Blight | + 25%( 70%) |
| Physical | + 10%( 70%) |
| Fire | + 41%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Confusion Resistance | 21% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 4 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 92 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 293 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 578% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 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 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by Harkor'Zun. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the repented thief from death by giant venus flytrap. Escort: repented thief (level 3 of Trollmire) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the worried loremaster from death by Klum. Escort: worried loremaster (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 48. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' You have aided Agrimley the hermit in creating an elixir of focus. 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 xorn fragment. * You've found the needed sandworm tooth. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
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 | Porymille the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Resists +3% acid +8% fire +1% physical +5% cold Crit.chn- 10.00% Blind- +20% Pinning- +20% A pair of boots made of leather. |
| Quiver | Lightdash (19/19, 32-39 power, 3 apr)3.0 T3 shot ammo [Rare] Arcane Power 32.5 - 39.0 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Phasing +20% On Hit.r1 +16 light +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 8 * 25% chance for lightning to strike from the target to a second target dealing 15 damage Shots are used with slings to pummel your foes to death. |
| Light source | scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +6% fire Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. This object's appearance was changed to Cloud Caller. |
| On hands | Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 106.86 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
| Tool | Blizzardrune [power 170] (13/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold ----- def ----- Resists +9% acid +3% nature Spell.save +18 (+7 eff.) Die.at -80.00 life Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 187 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning +21% fire +6% blight Mind.save +5 (+2 eff.) Confus- +21% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | steel opal ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Str +6 Dex +2 Mag +2 Wil +7 Cun +2 Con dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
| Around neck | serendipitous copper amulet0.1 T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Unseen.red 10% Amulets make your neck look great! |
| In main hand | Boltraider4.0 T2 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +4 lightning +4 temporal +20 blight On Crit.r2 +12 lightning +18 cold On Hit: * 20% chance to reduce strength, dexterity, and constitution by 8 While equipped: dps ---------- Mov.spd +20% Dmg.mod +3% blight Res.pen +9% lightning +9% cold Melee Ret 2 lightning On Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 8 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Dex +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
| In off hand | acidic stralite shield of purity (0 def, 8 armour, 49-58 power, 133.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 49.0 - 58.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +133 On Hit: * 10% chance to reduce armor by 17% While equipped: dps ---------- Melee+ 6 acid Melee Ret 7 acid ----- def ----- Armour +8 Fatigue +8% Resists +12% nature +11% blight ---------- misc Talents +1 Block Handheld deflection devices. This object's appearance was changed to Invisible. |
| Cloak | enveloping cashmere cloak of protection (8 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +8 (+3 eff.) Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening hardened leather armour of command (15 def, 11 armour)9.0 T3 light armor [Ego++] Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Defense +15 (+5 eff.) Fatigue +8% Mind.save +21 (+7 eff.) A suit of armour made of leather. |
Inventory
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 313; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 313 damage for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
insulating copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
solipsist's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Acc +7 (+1 eff.) Apr +11 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel amethyst ring0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Acc +9 (+2 eff.) Apr +11 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
stralite garnet ring0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Mag +6 Wil dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Spell.pwr +9 (+7 eff.) Dmg.mod +6% all Rings make your fingers look great! |
warrior's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +2 Str dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +4 Defense +7 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 128% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
acidic dwarven-steel dagger of erosion (16-20 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Nature Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 22 damage over 5 turns and reducing armor and accuracy by 3 Sharp, short and deadly. |
steel dagger of crippling (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
arcing steel greatsword of daylight (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.5 - 37.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 light Against +12% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Massive two-handed swords. |
quick dwarven-steel greatsword of enduring (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 36.5 - 58.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +5 Dex +7 Wil +7 Con dps ---------- Phys.spd +10% Acc +12 (+3 eff.) ----- def ----- Max.HP +31.00 Massive two-handed swords. |
flaming dwarven-steel longsword of massacre (30-42 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Master Power 30.5 - 42.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +9 fire Sharp, long, and deadly. |
flaming stralite mace of massacre (47-65 power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Power 47.0 - 65.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Hit.r1 +10 fire Blunt and deadly. |
enhanced reinforced leather sling4.0 T4 sling 1H weapon [Ego+] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +6 Dex +8 Mag +5 Wil +5 Cun +3 Con Slings are used to hurl stones or metal shots at your foes. |
rough leather sling 'Oakbreak'4.0 T1 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +12 nature On Crit.r2 +4 nature On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +3 Con dps ---------- Dmg.mod +3% acid Res.pen +25% nature ----- def ----- Resists +6% darkness Slings are used to hurl stones or metal shots at your foes. |
runic cured leather sling4.0 T2 sling 1H weapon [Ego+] Arcane Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag dps ---------- Spell.pwr +5 (+5 eff.) Dmg.mod +9% arcane Slings are used to hurl stones or metal shots at your foes. |
throat-seeking cured leather sling of dampening4.0 T2 sling 1H weapon [Ego+] Disrupt Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +6% nature ----- def ----- Resists +9% acid +8% lightning +7% cold +9% fire +3% all Spell.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
ethereal yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +13 (+9 eff.) Dmg.mod +20% darkness Phasing +16% ----- def ----- Defense +15 (+5 eff.) Shield.pwr +8% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing dwarven-steel waraxe of corruption (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: 20% Curse of Impotence 3 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
balanced dwarven-steel waraxe of evisceration (18-25 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+3 eff.) Acc +6 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% One-handed war axes. |
Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 135, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +5% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+8 eff.) Dmg.mod +10% all ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating hardened leather cap of might (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% fire +5% cold A cap made of leather. |
prismatic dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +11% light +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour of cold resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +19% cold A suit of armour made of mail. |
prismatic dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +12% light +13% darkness A suit of armour made of mail. |
steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 HP.reg +2.00 Heal.mod +11% A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+3 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
marauder's hardened leather armour of clarity (12 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +5 Str +6 Dex ----- def ----- Armour +6 Defense +12 (+4 eff.) Fatigue +8% Resists +6% mind Phys.save +8 (+4 eff.) Mind.save +17 (+6 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +5% physical Phys.save +15 (+8 eff.) HP.reg +4.30 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +11.00% Phys.pwr +7 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Max.HP +30.00 HP.reg +4.80 Heal.mod +12% A suit of armour made of leather. This object's appearance was changed to Silk Current. |
volcanic rough leather armour of spell shielding (3 def, 8 armour)9.0 T1 light armor [Ego+] Arcane/Nature While equipped: dps ---------- Melee+ 5 fire Ranged+ 6 fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +6% Resists +12% fire +6% arcane +12% physical Spell.save +11 (+5 eff.) A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+3 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
acidic dwarven-steel shield of lightning resistance (+17%) (0 def, 6 armour, 29-35 power, 84.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 29.5 - 35.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +84 On Hit: * 13% chance to reduce armor by 17% While equipped: dps ---------- Melee+ 7 acid Melee Ret 9 acid ----- def ----- Armour +6 Fatigue +8% Resists +17% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced dwarven-steel shield of the stars (0 def, 10 armour, 31-37 power, 119 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 31.0 - 37.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +119 Melee+ +12 light +12 darkness While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% light +13% darkness ----- def ----- Armour +10 Fatigue +8% Resists +10% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
10 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 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.(83 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 225/400 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. |
barbed pouch of steel shots of amnesia (18/18, 26-31 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 26.0 - 31.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 18 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of iron shots of wind (15/17, 15-18 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 17 Proj.spd +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Shots are used with slings to pummel your foes to death. |
sentry's pouch of dwarven-steel shots (38/39, 37-45 power, 7 apr)3.0 T3 shot ammo [Ego+] Arcane Power 37.5 - 45.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +7 Crit +5.0% Capacity 39 Rld cld 5 Shots are used with slings to pummel your foes to death. |
overpowered dwarven-steel torque of gale force [power 315] (13/22 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 346 physical damage Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
13 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
3 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
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Klum the Shalore Skirmisher level 19
67th Haze 122nd year of Ascendancy at 01:36 see stats
Earth Master (Roguelike)
Killed Harkor'Zun.By Klum the Shalore Skirmisher level 19
72nd Haze 122nd year of Ascendancy at 16:00 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Klum the Shalore Skirmisher level 18
47th Haze 122nd year of Ascendancy at 02:45 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Klum the Shalore Skirmisher level 23
4th Pyre 123rd year of Ascendancy at 22:35 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Klum the Shalore Skirmisher level 17
34th Haze 122nd year of Ascendancy at 07:19 see stats
Level 10 (Roguelike)
Got a character to level 10.By Klum the Shalore Skirmisher level 10
19th Dusk 122nd year of Ascendancy at 04:09 see stats
Level 20 (Roguelike)
Got a character to level 20.By Klum the Shalore Skirmisher level 20
74th Haze 122nd year of Ascendancy at 15:13 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Klum the Shalore Skirmisher level 20
9th Decay 122nd year of Ascendancy at 09:16 see stats
Shasshhiy'Kaish (Roguelike)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Klum the Shalore Skirmisher level 23
13rd Pyre 123rd year of Ascendancy at 05:45 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Klum the Shalore Skirmisher level 17
44th Haze 122nd year of Ascendancy at 01:58 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Klum the Shalore Skirmisher level 5
1st Mirth 122nd year of Ascendancy at 23:05 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Klum the Shalore Skirmisher level 19
73rd Haze 122nd year of Ascendancy at 21:23 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Klum the Shalore Skirmisher level 18
57th Haze 122nd year of Ascendancy at 07:25 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Klum the Shalore Skirmisher level 11
47th Dusk 122nd year of Ascendancy at 12:40 see stats
Thralless (Roguelike)
Freed at least 30 enthralled slaves in the slavers' compound.By Klum the Shalore Skirmisher level 18
56th Haze 122nd year of Ascendancy at 18:59 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Klum the Shalore Skirmisher level 21
2nd Regrowth 123rd year of Ascendancy at 10:40 see stats
Unstoppable (Roguelike)
Returned from the dead.By Klum the Shalore Skirmisher level 24
23rd Pyre 123rd year of Ascendancy at 16:21 see stats
Log
Klum hits Celia for (85 absorbed), 42 physical (43 total damage).
Klum hits Ghoul for 168 physical damage.
Celia's Hiemal Shield hits Klum for (32 absorbed), 0 cold (0 total damage).
Armoured skeleton warrior is out of phase.
Klum cleverly deflects the attack with his shield!
Klum repels an attack from Armoured skeleton warrior.
Klum loses sight!
Something hits Klum for (21 absorbed), 0 cold (0 total damage).
Spikes of Decrepitude hits Klum for (18 absorbed), 0 cold, (17 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Klum crumbles.
Erupting Shadows hits Klum for 30 darkness damage.
Something hits Klum for (1 absorbed), 281 darkness (281 total damage).
Klum casts Rune: Shielding.
A shield forms around Klum.
Klum uses Infusion: Regeneration.
Klum starts regenerating health quickly.
Bane of Blindness from Celia hits Klum for (60 absorbed), 0 darkness (0 total damage).
Something hits Klum for (21 absorbed), 0 cold (0 total damage).
Something misses Klum.
Something hits Klum for (76 absorbed), 0 physical, (9 absorbed), 0 light (0 total damage).
Erupting Shadows hits Klum for (30 absorbed), 0 darkness (0 total damage).
Spikes of Decrepitude hits Klum for (18 absorbed), 0 cold, (18 absorbed), 0 darkness (0 total damage).
Your shield crumbles under the damage!
The shield around Klum crumbles.
Klum feels death coming!
Something hits Klum for (237 absorbed), 111 cold, 341 darkness (453 total damage).
Klum the level 24 shalore skirmisher was darkened to death by Celia on level 2 of Last Hope Graveyard.
Space restabilizes around you.












































































































