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Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/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: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.5.10This 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 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 | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Sun Paladin |
Level / Exp | 23 / 79% |
Size | medium |
Lifes / Deaths | Killed by Adawe the multi-hued crystal at level 13 on the 21st Wealth 122nd year of Ascendancy at 20:42 0 / 7Killed by Mayariara the warg at level 19 on the 22nd Iron 123rd year of Ascendancy at 16:14 Killed by war hound at level 19 on the 11st Steel 123rd year of Ascendancy at 22:46 Killed by Betiramina the giant red ant at level 21 on the 21st Steel 123rd year of Ascendancy at 13:16 Killed by Bandit Leader Adina at level 22 on the 27th Steel 123rd year of Ascendancy at 07:23 Killed by Ce'Nugaba the abyssal horror at level 23 on the 21st Gold 123rd year of Ascendancy at 11:54 Killed by Layama the swarming horror at level 23 on the 22nd Gold 123rd year of Ascendancy at 16:57 |
Primary Stats
Strength | 29 (base 15) |
Dexterity | 15 (base 10) |
Constitution | 22 (base 10) |
Magic | 69 (base 53) |
Willpower | 13 (base 10) |
Cunning | 46 (base 40) |
Resources
Life | -88/633 |
Mana | 158/277 |
Stamina | 136/174 |
Positive | 97/116 |
Healing Factor | 1.4024166372473 |
Regeneration | 0.35060415931182 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | -1.3322676295502E-13% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Invisible | 6 |
Offense: Mainhand
Damage | 63 |
Accuracy | 41 |
Crit Chance | 25% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +25% |
Blight | +5% |
Physical | +5% |
Mind | +14% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Mind | +20% |
Temporal | +15% |
Defense: Base
Armour (hardiness) | 40 (30%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 0 |
Physical Save | 32 |
Spell Save | 28 |
Mental Save | 30 |
Defense: Resistances
Acid | + 23%( 70%) |
Physical | + 40%( 70%) |
Cold | + 14%( 70%) |
All | + 9%( 70%) |
Darkness | + 16%( 70%) |
Light | + 36%( 70%) |
Lightning | + 17%( 70%) |
Fire | + 9%( 70%) |
Mind | + 17%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 69% |
Disarm Resistance | 20% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
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 294 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 102 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 525% 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 5 arcane, 3 blight |
Class Talents
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Two-handed assault | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Acolyte of the Dark Sun. Escort: temporal explorer (level 1 of Old Forest) | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed bear paw. * '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.' Marus of Elvala needs your help making an elixir of mysticism. 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 chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | ![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex dps ---------- Res.pen +15% temporal Melee Ret 2 temporal ----- def ----- Armour +3 Defense +4 (+2 eff.) Resists +9% lightning Silence- +22% Confus- +29% Stun/Frz- +25% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 1.0 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.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() stabilizing iron helm of the depths (0 def, 3 armour) 3.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% cold Phys.save +11 (+5 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 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 | ![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | ![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Crit.mult +20.00% Spell.pwr +24 (+8 eff.) Melee+ 16 arcane 16 fire Dmg.mod +15% acid +15% light Melee Ret 4 acid ---------- misc Mana/turn +0.10 Max.mana +30.00 See.Invis +6 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T2 hands armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +9 (+3 eff.) ----- def ----- Armour +12 Fatigue +3% Resists +8% darkness +2% physical Heal.mod +20% Disease- +10% Disarm- +20% ---------- misc Infravis +3 Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 29.12 to 36.40 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% mind Res.pen +10% mind ----- def ----- Defense +1 (+0 eff.) Resists +9% mind Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life ---------- misc Max.hate +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 15% for 3 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 33 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. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane 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 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 49 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 107 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 257 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
![]() insulating steel amulet of constitution (+3) 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +10% fire +10% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +9% nature +5% arcane Res.Cap +3% all Phys.save +26 (+11 eff.) Spell.save +17 (+8 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Wil dps ---------- Spell.crit +1% Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +23% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() marksman's copper ring of lightning (+22%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% lightning Acc +4 (+1 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
![]() warrior's copper ring of lightning (+20%) 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +7 Dex +3 Mag dps ---------- Res.pen +20% lightning ----- def ----- Blind- +35% ---------- misc Infravis +7 See.Stealth +13 See.Invis +21 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun ----- def ----- Defense +12 (+6 eff.) Resists +6% acid +15% mind +6% darkness Poison- +20% Disease- +10% Confus- +20% Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon [Rare] Arcane Power 21.0 - 25.2 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +21% acid +15% blight ----- def ----- Crit.dmg- 15.00% ---------- misc Light +3 Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Ego+] Arcane Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +1 Crit +0.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +10% lightning Massive two-handed mauls. |
![]() steel greatmaul 'Erelokalthotar' (31-46 power, 2 apr) 5.0 T2 greatmaul 2H weapon [Rare] Nature Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +10 Con +9 Wil ----- def ----- Armour +6 Resists +6% temporal +9% fire Crit.dmg- 15.00% Max.HP +34.00 HP.reg +4.00 Massive two-handed mauls. |
![]() 3.0 T2 longsword 1H weapon [Rare] Psionic Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +11 darkness Against +7% Living On Hit.r1 +20 lightning While equipped: dps ---------- Dmg.mod +9% light Res.pen +20% light +15% fire Melee Ret 10 light Sharp, long, and deadly. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +16 lightning While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +10% darkness +9% lightning Res.pen +6% darkness +25% light Melee Ret 10 lightning ----- def ----- Resists +11% darkness +6% nature Blind- +18% ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Cursed/Darkness 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. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 10 physical Dmg.mod +9% physical Res.pen +7% physical ----- def ----- Resists +5% physical ---------- misc Talents +1 Attune Mindstar 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. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% crit / acc Atk.spd 100% Range +8 While equipped: dps ---------- Phys.crit +5.0% Res.pen +11% all Acc +38 (+12 eff.) Apr +9 Longbows are used to shoot arrows at your foes. |
![]() focusing linen robe (0 def, 0 armour) 2.0 T1 cloth armor [Ego] Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +7% all ---------- misc Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() linen robe 'Floehunger' (0 def, 0 armour) 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +6 Str dps ---------- Dmg.mod +11% fire Res.pen +5% cold ----- def ----- Resists +16% fire +7% all ---------- misc Light +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() rough leather armour of the deep (3 def, 3 armour) 9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +6% Resists +5% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 61.37 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
![]() cured leather armour 'Lisuvea' (13 def, 12 armour) 9.0 T2 light armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +12 Defense +13 (+6 eff.) Fatigue +7% Resists +11% blight +1% physical +11% nature +19% acid Spell.save +6 (+3 eff.) A suit of armour made of leather. |
![]() Cyrireth the rough leather belt 1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +4 Cun dps ---------- Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Resists +9% acid +6% blight Crit.dmg- 5.00% A belt that goes around your waist. |
![]() Harakalthoblek 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Mag +4 Con dps ---------- Apr +2 ----- def ----- Resists +6% fire +6% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
![]() Suntaint the rough leather belt 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +5 Lck dps ---------- Dmg.mod +9% light Res.pen +10% light +10% lightning Melee Ret 8 light ----- def ----- Stealth +6 ---------- misc T.Disarm +7 Light +2 Infravis +4 A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Mind.pwr +20 (+10 eff.) Mov.spd +25% ----- def ----- Armour +1 Resists +6% cold Mind.save +3 (+1 eff.) ---------- misc Max.psi +10.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex dps ---------- Dmg.mod +12% nature Res.pen +20% light +5% fire Melee Ret 4 light 10 fire ----- def ----- Armour +3 Stealth +8 ---------- misc Light +2 A pair of boots made of leather. |
![]() undeterred pair of iron boots of speed (0 def, 3 armour) 3.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +3 Con +10 Wil ----- def ----- Armour +4 Fatigue +3% Resists +6% acid +11% fire +6% darkness +8% cold ---------- misc Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Crit.mult +10.00% Spell.pwr +20 (+6 eff.) Dmg.mod +6% blight ----- def ----- Armour +4 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +13.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 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% 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 102.00 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. |
![]() dwarven-steel gauntlets of spellstriking (0 def, 2 armour) 1.5 T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 7 arcane Dmg.mod +3% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +3% Mind.save +10 (+5 eff.) Max.HP +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Murkradiance the linen wizard hat (1 def, 0 armour) 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Dex +4 Con dps ---------- Res.pen +5% blight On Hit (Melee): * 10% chance to slow global speed by 0% ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.04 Infravis +4 See.Stealth +5 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 45% and attempts to push all creatures other than yourself out of its radius, inflicting 11.27 light damage and 9.02 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() shielding linen wizard hat of the Brotherhood (1 def, 0 armour) 2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +2 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() Glithra the Hazebait (0 def, 1 armour) 2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Str +1 Mag +3 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Res.pen +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +9% mind ---------- misc Light +2 A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: dps ---------- Mind.pwr +30 (+14 eff.) Dmg.mod +6% mind Res.pen +25% acid ----- def ----- Armour +7 Fatigue +3% ---------- misc Max.psi +50.00 Infravis +2 A cap made of leather. |
![]() Ce'Nuwe the iron helm (0 def, 3 armour) 3.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +4 Cun +2 Con dps ---------- Apr +5 ----- def ----- Armour +3 Fatigue +5% Resists +9% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal Max.HP +60.00 Heal.mod +10% Disease- +20% Stun/Frz- +10% ---------- misc Max.hate +6.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% light +15% physical Melee Ret 4 light ----- def ----- Resists +3% light Max.HP +40.00 ---------- 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. |
![]() brass lantern 'Dimsquall' 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +5.00% Res.pen +5% darkness ----- def ----- Resists +5% arcane +3% darkness Phys.save +6 (+3 eff.) Heal.mod +11% ---------- 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 lantern of focus 2.0 T1 lite [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind Melee Ret 11 fire ----- def ----- Resists +6% 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. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +25% physical ----- def ----- Resists +6% nature +5% arcane Mind.save +27 (+12 eff.) ---------- misc Light +4 See.Stealth +8 See.Invis +14 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Dex +2 Mag +1 Wil +2 Con dps ---------- Dmg.mod +9% nature Res.pen +20% nature +10% lightning ----- def ----- Resists +5% darkness +6% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +8% fire +11% mind +9% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to slow global speed by 0% ----- def ----- Resists +21% acid Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 119% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
By Acolyte of the Dark Sun the Drem Sun Paladin level 19
2nd Iron 123rd year of Ascendancy at 02:59 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 21
23rd Steel 123rd year of Ascendancy at 09:37 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 10
2nd Acquisition 122nd year of Ascendancy at 12:47 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 20
17th Steel 123rd year of Ascendancy at 04:02 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 19
41st Dearth 122nd year of Ascendancy at 18:28 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 6
20th Voratun 122nd year of Ascendancy at 05:57 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 12
3rd Profit 122nd year of Ascendancy at 03:11 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 18
16th Dearth 122nd year of Ascendancy at 19:52 see stats
By Acolyte of the Dark Sun the Drem Sun Paladin level 23
21st Gold 123rd year of Ascendancy at 11:55 see stats
Log
Weakness Disease from Layama the swarming horror hits Mayoganor the squid for 39 blight damage.
Something hits Acolyte of the Dark Sun for 286 blight damage.
Something hits Mayoganor the squid for 201 blight damage.
Acolyte of the Dark Sun receives 276 healing.
Black Blood Bleeding from Acolyte of the Dark Sun hits Mayoganor the squid for 25 darkness damage.
Mayoganor the squid uses Grab.
Mayoganor the squid performs a melee critical strike against Acolyte of the Dark Sun!
Acolyte of the Dark Sun is pinned to the ground.
Mayoganor the squid hits Acolyte of the Dark Sun for 75 physical, 5 healing, 39 physical, 5 healing (114 total damage) [11 healing].
Melee retaliation hits Mayoganor the squid for 4 acid, 10 blight, 0 light, 2 temporal, 4 acid, 10 blight, 0 light, 2 temporal (32 total damage).
Acolyte of the Dark Sun's sun path area effect hits Mayoganor the squid for 66 light damage.
Acolyte of the Dark Sun casts Rune: Shielding.
A shield forms around Acolyte of the Dark Sun.
Acolyte of the Dark Sun uses Death Dance.
Acolyte of the Dark Sun misses Mayoganor the squid.
Acolyte of the Dark Sun stops bleeding.
Your shield crumbles under the damage!
The shield around Acolyte of the Dark Sun crumbles.
Acolyte of the Dark Sun slows down.
Mayoganor the squid is free from the weakness disease.
You feel a surge of power as a powerful creature falls nearby.
Something hits Acolyte of the Dark Sun for (129 resilience), (294 absorbed), 19 blight (19 total damage).
Something hits Mayoganor the squid for 405 blight damage.
Rotting Disease from Layama the swarming horror hits Acolyte of the Dark Sun for 43 blight damage.
Ravenous horror's Blood Grasp hits Acolyte of the Dark Sun for 148 blight damage.
Something receives 32 healing from Ravenous horror's Blood Grasp.
Acolyte of the Dark Sun is blood locked.
Rotting Disease from Layama the swarming horror hits Acolyte of the Dark Sun for 53 blight damage.
Acolyte of the Dark Sun the level 23 drem sun paladin was tainted to death by Layama the swarming horror on level 3 of Lake of Nur.