









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! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Anorithil |
| Level / Exp | 28 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Rikkhab the fire imp at level 28 on the 62nd Haze 122nd year of Ascendancy at 13:30 / 1 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 29 (base 10) |
| Constitution | 55 (base 45) |
| Magic | 75 (base 58) |
| Willpower | 30 (base 10) |
| Cunning | 48 (base 20) |
Resources
| Mana | 262/382 |
| Negative | 67/131 |
| Life | -586/812 |
| Positive | 91/131 |
| Steam | 100/100 |
| Healing Factor | 1.304935892727 |
| Regeneration | 10.765721114998 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | -1.1102230246252E-14% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 6 |
| Infravision | 2 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 25 |
| Crit Chance | 16% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +6% |
| Arcane | +9% |
| Cold | +15% |
| All | 0% |
| Lightning | +3% |
| Light | +11% |
| Physical | +3% |
| Fire | +10% |
| Darkness | +25% |
Offense: Damage Penetration
| Darkness | +5% |
| Lightning | +5% |
Defense: Base
| Armour (hardiness) | 34 (35.65183292883%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 43 |
| Spell Save | 37 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 29%( 70%) |
| All | + 6%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 37%( 70%) |
| Mind | + 17%( 70%) |
| Lightning | + 6%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 65% |
| Poison Resistance | 50% |
| Blind Resistance | 15% |
| Silence Resistance | 30% |
| Bleed Resistance | 50% |
| Teleport Resistance | 100% |
| Disarm Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 106.26 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Constitution 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 127 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. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 467 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Star fury | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 5/5 |
| Celestial / Circles | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 4/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Hymns | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| beneficial effect | Improves/gives invisibility (power 11), reducing damage dealt by 40%. Invisibility |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You failed to protect the injured seer from death by Layylle the snow giant boulder thrower. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 fire dragon that dwelled there. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | 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 AlchemistsUngrol 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 naga tongue. * You've found the needed vial of elder vampire blood. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Anti-Gravity Boots (8 def, 8 armour) 3.0 Encumbrance T2 feet armor [Unique] Steamtech While equipped: Stats +5 Str +4 Dex offense ------ Steampower +3 (+2 eff.) Damage +10% fire defense ------ Armor +8 Defense +8 (+3 eff.) Fatigue +8% Resistance +10% fire Physical save +9 (+3 eff.) Pinning Resist +65% Knockbk Resist +15% Teleport Resist +100% These boots have a 9% chance to fail to operate properly (reduced by Cunning). Jump to a nearby location within range 7, blasting everything within radius 2 (33 burning fire damage, 2 tile knockback) of the jump point and within radius 3 (58 burning fire damage, 3 tile knockback) of the landing point (damage based on Cunning). Uses 18 power out of 18/18 These boots seem to have been made by a... creative individual who seems to have decided that launching yourself through the air via rocketry qualifies as "anti-gravity". They look like they will work, though. Probably. If you're very careful. |
| Light source | Mayuyawyn the Shadowoblivion2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Ignore resists +5% darkness When Hit 2 nature defense ------ Resistance +5% arcane Unlife -80.00 life Life +44.00 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ravenvengeance the iron helm (5 def, 3 armour) 3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ When Hit 2 darkness defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% mind +11% light +12% darkness Unlife -40.00 life Life +60.00 Silence Resist +30% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | extending iron torque of clear mind [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max stamina +20.00 Max psi +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.10 cold and 7.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 13/60 This azure ring seems to be always moist to the touch. |
| On fingers | Beradorim0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Mind Crit +1% Damage +11% light +9% arcane defense ------ Resistance +22% light Mind save +3 (+1 eff.) other ------- Max hate +2.00 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Boremas' 1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +6 (+2 eff.) defense ------ Armor +8 Resistance +6% mind +6% darkness Crit Resistance 15.00% Mind save +9 (+3 eff.) Unlife -80.00 life Disease Resist +10% A belt that goes around your waist. |
| In main hand | cruel elven-wood starstaff of the prodigy (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +10 Mag +15 Wil +9 Cun offense ------ Spell Crit +9% Critical power +13.00% Spellpower +12 (+4 eff.) Spellpower/crit +7 Damage +25% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Lightningstrider the drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats +10 Str +3 Dex +8 Cun offense ------ Physical Power +5 (+3 eff.) Damage +3% lightning Ignore resists +5% lightning Accuracy +7 (+3 eff.) defense ------ Armor +3 Physical save +17 (+6 eff.) Mind save +12 (+4 eff.) Disarm Resist +36% other ------- Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | The Untouchable (14 def, 12 armour) 9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) Life Regen +6.00 Poison Resist +50% Disease Resist +50% Cut Resist +50% When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
| Cloak | linen cloak 'Bethulena' (27 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Mag offense ------ Damage +3% physical defense ------ Defense +27 (+9 eff.) Physical save +6 (+2 eff.) other ------- Infravision +1 See Invisibility +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Balisus the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +11 Dex +3 Cun +4 Con offense ------ Spell Crit +1% Move Speed +10% Damage +6% blight defense ------ Fatigue -5% Physical save +10 (+4 eff.) Spell save +14 (+6 eff.) Mind save +12 (+4 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 Light +2 Amulets make your neck look great! |
Inventory
medical injector implant of the warrior (efficiency 144% / cooldown 59%)0.1 Encumbrance T1 implant scroll [Ego] Steamtech When inscribed on your body: Cooldown: 1 Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 144% efficiency and cooldown mod of 59%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the titan (heal 212; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 212 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 268; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (270.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 162.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
clarifying steel amulet of mastery (0.12 Celestial / Twilight)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +10% mind Confus Resist +26% other ------- Masteries +0.12 Celestial/Twilight Amulets make your neck look great! |
insulating steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +16% fire +11% cold Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
wanderer's gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +2 Mag +5 Cun +4 Con offense ------ Spellpower/crit +3 Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 other ------- Stamina/turn +0.80 Mana/turn +0.10 Max mana +26.00 Amulets make your neck look great! |
Nerithra the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +2 Str offense ------ When Hit 6 mind defense ------ Armor +4 Resistance +3% blight +6% cold Rings make your fingers look great! |
copper ring 'Olokan'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +1% Damage +11% nature On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Resistance +22% nature +9% cold Rings make your fingers look great! |
titan's steel ring of lightning (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con offense ------ Damage +11% lightning defense ------ Resistance +22% lightning Physical save +4 (+2 eff.) Rings make your fingers look great! |
gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +7 (+4 eff.) Rings make your fingers look great! |
Noonwarden the elm starstaff (10-12 power, 2 apr, physical element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +5 Cun offense ------ Spell Crit +7% Critical power +12.00% Spellpower +3 (+1 eff.) Damage +10% physical +6% light +3% mind defense ------ Mind save +6 (+2 eff.) other ------- EQ when Hit +0.16 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of might (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +12.00% Spellpower +9 (+3 eff.) Damage +20% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kilen (30-46 power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Rare] Arcane Weapon Damage 30.5 - 45.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +20 blight On Critical: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Stats +7 Mag offense ------ Ignore resists +25% blight Ignore Shields +30% defense ------ Spell save +9 (+4 eff.) other ------- Mana-on-crit +2.00 Massive two-handed battleaxes. |
dwarven-steel waraxe 'Pitchwreck' (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Arcane Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 acid +33 temporal While equipped: Stats +5 Cun +4 Str offense ------ Damage +15% darkness Ignore resists +15% darkness defense ------ Resistance +13% temporal Crit Resistance 15.00% other ------- See Invisibility +6 One-handed war axes. |
Blazeraptor (11-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Nature Weapon Damage 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +16 lightning While equipped: Stats +6 Con +6 Wil offense ------ Ignore resists +10% mind +15% physical defense ------ Defense +10 (+4 eff.) Unlife -40.00 life Life +22.00 Sharp, short and deadly. |
elemental stralite dagger of torment (26-34 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon Reqs Dex 35 [Ego++] Arcane/Psionic Weapon Damage 26.5 - 34.5 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * Create an explosion dealing 87 fire damage (1/turn) While equipped: offense ------ Damage +15% fire Ignore resists +11% fire Sharp, short and deadly. |
corrosive stralite steamsaw of projection (32-47 power, 0 apr)3.0 Encumbrance T4 steamsaw 1H weapon Reqs Str 35 [Ego++] Arcane/Psionic/Steamtech Weapon Damage 31.5 - 47.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +4.0% Attack Speed 100% Block +67 On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con offense ------ When Hit: * 14% chance to reduce armor by 35% defense ------ Armor +5 Defense +8 (+3 eff.) Fatigue +10% Resistance +14% acid other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Ce'Nuvea the pouch of dwarven-steel shots (18/18, 28-34 power, 3 apr)3.0 Encumbrance T3 shot ammo [Rare] Arcane Weapon Damage 28.0 - 33.6 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 Auto Reload 5 Ignore Shields +30% On-ranged-hit +20 blight +20 arcane On-Hit, radius 1 +20 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 25 Shots are used with slings to pummel your foes to death. |
Glintsquall (0 def, 14 armour, 147.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Random Unique] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +6 Cun +6 Con offense ------ Damage +15% temporal +15% light +15% darkness On shield block: * Deals 131 light and fire damage to each enemy blocked When Hit 4 light defense ------ Armor +14 Fatigue +8% Resistance +9% fire +22% light +15% darkness Physical save +7 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Block Handheld deflection devices. |
Robes of Deflection (0 def, 7 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag offense ------ Spellpower +5 (+1 eff.) defense ------ Armor +7 Hardiness +30% Resistance +7% all On Spell Hit: 4% Evasion level 1 This set of robes seems to shine with metallic colors. |
Flashbone the cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +13% lightning +3% light When Hit 4 light defense ------ Resistance +25% lightning +9% darkness +12% fire +5% arcane +11% all other ------- Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Erelesta the hardened leather armour (13 def, 10 armour)9.0 Encumbrance T3 light armor [Random Unique] Master While equipped: Stats +6 Dex +1 Mag +5 Cun +4 Con offense ------ Combat Speed +15% Spell Speed +15% Mind Speed +15% Ignore resists +15% mind defense ------ Armor +10 Defense +13 (+5 eff.) Fatigue +8% Resistance +19% fire other ------- Light +2 A suit of armour made of leather. |
Bethina the Voidfurnace1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Con offense ------ Ignore resists +5% physical Accuracy +5 (+2 eff.) When Hit 6 darkness defense ------ Resistance +6% lightning +5% temporal A belt that goes around your waist. |
Shadowminister the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Master While equipped: offense ------ Damage +18% darkness +8% physical Ignore resists +14% physical On-Hit (Melee): * 20% chance to reduce armor by 35% defense ------ Resistance +9% acid Unlife -40.00 life A belt that goes around your waist. |
cashmere cloak 'Venommistress' (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +5% acid When Hit 2 nature defense ------ Defense +10 (+4 eff.) Resistance +21% acid +6% nature +9% lightning Physical save +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Charrazor' (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats +3 Str +2 Mag +3 Wil +5 Cun offense ------ Damage +3% fire defense ------ Armor +1 Resistance +2% physical Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +5 (+1 eff.) A pair of boots made of leather. |
Beremas (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Str +12 Con offense ------ Damage +6% physical defense ------ Armor +3 Mind save +9 (+3 eff.) other ------- Max psi +50.00 Infravision +3 Size +1 A pair of boots made of leather. |
pair of iron boots of phasing (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yarydogund the Quenchwreck (0 def, 9 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% fire +10% cold defense ------ Armor +9 Fatigue +3% Resistance +12% lightning +5% arcane +12% light other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Cuthuziladil the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Dex +3 Mag +3 Con offense ------ On-Hit 11 lightning Damage +6% lightning defense ------ Armor +2 Resistance +6% lightning Crit Resistance 15.00% other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of strength (+2) (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +12 (+6 eff.) Accuracy +8 (+4 eff.) defense ------ Armor +3 Physical save +7 (+3 eff.) Mind save +8 (+2 eff.) Disarm Resist +41% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gevea the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Str +1 Dex +1 Cun +3 Con offense ------ Physical Crit +6.0% Spell Crit +5% Mind Crit +8% Critical power +6.00% Physical Power +10 (+5 eff.) Accuracy +7 (+3 eff.) defense ------ Armor +2 Fatigue +3% Resistance +5% arcane Physical save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating linen wizard hat of darkness (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: offense ------ Damage +11% darkness defense ------ Defense +1 (+1 eff.) Resistance +6% cold +16% darkness +5% fire A pointy cloth hat, very wizardly... |
rough leather cap of the depths (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
Aeretta the Coalwither (0 def, 3 armour)2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +7 Str +11 Dex offense ------ Damage +15% blight Ignore resists +10% darkness defense ------ Armor +3 Fatigue +3% Resistance +3% blight Physical save +12 (+4 eff.) Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 61.6 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
dwarven-steel helm 'Duathelbloom' (15 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Physical Power +5 (+3 eff.) Ignore resists +25% darkness defense ------ Armor +4 Defense +15 (+5 eff.) Fatigue +4% Resistance +9% temporal +1% physical Crit Resistance 10.00% Physical save +10 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 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. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
421 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Elenuneg the Airguile1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +2 Str +3 Wil +1 Cun +4 Con defense ------ Resistance +12% lightning other ------- Light +8 Infravision +1 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel rocket boots0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: other ------- Talents +3 Rocket Boots Tinkers can be attached to normal items to improve them with steam power! |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 94.28 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
elm totem of healing 'Cracklebone' [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ When Hit 2 lightning 2 fire defense ------ Armor +2 Resistance +9% acid +2% physical +5% arcane Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Mara the Higher Anorithil level 23
35th Haze 122nd year of Ascendancy at 17:44 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Mara the Higher Anorithil level 25
43rd Haze 122nd year of Ascendancy at 02:45 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Mara the Higher Anorithil level 26
57th Haze 122nd year of Ascendancy at 20:14 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mara the Higher Anorithil level 10
14th Dusk 122nd year of Ascendancy at 16:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Mara the Higher Anorithil level 20
60th Dusk 122nd year of Ascendancy at 04:59 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Mara the Higher Anorithil level 4
77th Pyre 122nd year of Ascendancy at 17:20 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Mara the Higher Anorithil level 16
45th Dusk 122nd year of Ascendancy at 04:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mara the Higher Anorithil level 9
2nd Dusk 122nd year of Ascendancy at 15:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Mara the Higher Anorithil level 15
34th Dusk 122nd year of Ascendancy at 03:29 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Mara the Higher Anorithil level 25
43rd Haze 122nd year of Ascendancy at 00:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Mara the Higher Anorithil level 19
59th Dusk 122nd year of Ascendancy at 21:47 see stats
Log
Deadly Poison from Bethawe the ogre pounder hits Mara for (6 absorbed), 29 nature (29 total damage).
Rikkhab the fire imp hits Mara for (79 absorbed), 0 fire (0 total damage).
Mara casts Rune: Shielding.
A shield forms around Mara.
Mara slows down.
Mara casts Bathe in Light.
Bethawe the ogre pounder performs a melee critical strike against Mara!
Mara resists the vile poison!
Melee retaliation hits Bethawe the ogre pounder for 5 light, 5 darkness, 1 nature, 5 light, 5 darkness, 1 nature (21 total damage).
Bethawe the ogre pounder hits Mara for (98 absorbed), 0 physical, (21 absorbed), 0 mind, (15 absorbed), 0 darkness, (91 absorbed), 0 physical, (8 absorbed), 0 nature, (11 absorbed), 0 mind, (15 absorbed), 0 darkness (0 total damage).
The fabric of time around Rikkhab the fire imp returns to normal.
Rikkhab the fire imp is not silenced anymore.
Bethawe the ogre pounder is not silenced anymore.
Bethawe the ogre pounder is knocked back!
A shield forms around Bethawe the ogre pounder.
Mara's prismatic repulsion area effect hits Bethawe the ogre pounder for 4 light, 6 darkness (9 total damage).
Mara's defensive darkness area effect hits Rikkhab the fire imp for 7 darkness damage.
Mara's defensive darkness area effect hits Bethawe the ogre pounder for 12 darkness damage.
Mara receives 37 healing from Mara's healing light area effect.
Bethawe the ogre pounder receives 31 healing from Mara's healing light area effect.
Rikkhab the fire imp uses Furnace Vent.
Rikkhab the fire imp's tinker attains critical power!
Your shield crumbles under the damage!
The shield around Mara crumbles.
The shield around Bethawe the ogre pounder crumbles.
You feel a surge of power as a powerful creature falls nearby.
Rikkhab the fire imp hits Mara for (243 absorbed), 477 fire (477 total damage).
Rikkhab the fire imp hits Bethawe the ogre pounder for (31 absorbed), 750 fire (750 total damage).
Mara the level 28 higher anorithil was roasted to death by Rikkhab the fire imp on level 1 of Dark crypt.
Mara vanishes from sight.






























































































































