









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
ZOmnibus Addon Pack 1.5.0Combines 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 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 20 / 90% |
| Size | big |
| Lifes / Deaths | Killed by Xama the temporal stalker at level 20 on the 43rd Haze 122nd year of Ascendancy at 08:04 / 1 |
Primary Stats
| Strength | 53 (base 48) |
| Dexterity | 19 (base 10) |
| Constitution | 18 (base 12) |
| Magic | 47 (base 41) |
| Willpower | 19 (base 10) |
| Cunning | 26.6 (base 11) |
Resources
| Life | -88/570 |
| Stamina | 134/200 |
| Vim | 50/71 |
| Healing Factor | 1.883829787234 |
| Regeneration | 107.09572340425 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +113.72307323196% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 6 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 114 |
| Accuracy | 37 |
| Crit Chance | 12% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +9% |
| Lightning | +6% |
| Physical | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.448552556931 (63.103448275862%) |
| Defense | 14 |
| Ranged Defense | 21 |
| Fatigue | 20 |
| Physical Save | 28 |
| Spell Save | 44 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 30%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 26%( 70%) |
| All | 0%( 70%) |
| Darkness | + 35%( 70%) |
| Temporal | -10%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 43%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Teleport Resistance | 0% |
| Confusion Resistance | 10% |
| Disarm Resistance | 40% |
| Knockback Resistance | 45% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 271 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 621% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
| talent | Horrifying Blows |
| talent | Abyssal Shield |
| talent | Eternal Suffering |
| talent | Flame of Urh'Rok |
| detrimental effect | The target is hexed, creating an empathic bond with its victims. It takes 7% feedback damage from all damage done. Empathic Hex |
| detrimental effect | The target is losing faith that it can defeat you, reducing its damage by 12% and slowing it by -5% Overwhelming Fear |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 54.20 life per turn. Regeneration |
| detrimental effect | The target is on fire, taking 31.96 fire damage per turn. Burning |
| detrimental effect | Zone-wide effect: You seem to be outside the normal spacetime continuum. +10% physical resistance, -10% temporal resistance and -20% teleport resistance. Out of Time Zone |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
| detrimental effect | The target is pinned and on fire, taking 16.70 fire damage per turn. They are also silenced. Fiery Grasp |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
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 | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed chunk of ghoul flesh. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed bloated horror heart. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed hummerhorn wing. * You've found the needed orc heart. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | [vs. Samisin the pair of dwarven-steel boots (0 def, 4 armour) (On feet)]Samisin the pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 (-) Fatigue: +3% (-) Effects on melee hit: * 30% chance to corrode armour by 30% Damage (Melee): 0(-30) item acid corrode Damage when hit (Melee): 8(-) blight Changes stats: +5(-) Wil / +2(-) Mag Spell save: +30 (+13 eff.) (-) Mana each turn: +0.17 (-) Maximum mana: +23.00 (-) Spell crit. chance: +3% (-) Damage Shield penetration: +10% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Rhirek the Forestwreath (Light source)]Rhirek the Forestwreath Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +5%(-) arcane / +3%(-) nature Changes damage: +9%(-) nature Physical save: +6 (+3 eff.) (-) Light radius: +2 (-) Healing mod.: +12% (-) 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 | [vs. Xoldata the iron helm (0 def, 3 armour) (On head)]Xoldata the iron helm (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +3 (-) Fatigue: +5% (-) Changes stats: +3(-) Dex / +3(-) Wil / +7(-) Cun Grants telepathy: Humanoid/Orc See invisible: +6 (-) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | [vs. Glarebliss [power 43] (20 cooldown) (Tool)]Glarebliss [power 43] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Accuracy: +10 (+5 eff.) (-) Physical crit. chance: +2.0% (-) Armour: +4 (-) Changes stats: +2(-) Dex Only die when reaching: -40.00 life (-) Maximum stamina: +10.00 (-) Light radius: +2 (-) It can be used to harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | [vs. Erelubar the copper ring (On fingers, 1 of 2)]Erelubar the copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) (-) Armour: +2 (-) Changes stats: +5(-) Cun / +5(-) Dex Changes resistances: +12%(-) fire / +6%(-) cold Blindness immunity: +10% (-) Knockback immunity: +15% (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. Erelubar the copper ring (On fingers, 1 of 2)]Skyidol the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour penetration: +2 Armour: +0 (-2) Defense: +9 (+7 eff.) Ranged Defense: +9 (+5 eff.) Damage when hit (Melee): 16 lightning Changes stats: +0(-5) Cun / +0(-5) Dex Changes resistances: +0%(-12%) fire / +0%(-6%) cold Changes damage: +6% lightning Blindness immunity: +0% (-10%) Stun/Freeze immunity: +26% Knockback immunity: +0% (-15%) Life regen: +1.90 Maximum stamina: +10.00 Healing mod.: +10% Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Girdle of the Calm Waters (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
| In main hand | [vs. arcing dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)]arcing dwarven-steel greatmaul of massacre (52-78 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 52.0 - 78.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.5% (-) Attack speed: 100% (-) On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10(-) lightning Massive two-handed mauls. |
| On hands | [vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Gloves of the Firm Hand (0 def, 8 armour) Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 (-) Changes stats: +4(-) Con Talents cooldown: Clinch (-2(-) turns) Disarm immunity: +40% (-) Stun/Freeze immunity: +30% (-) Knockback immunity: +30% (-) These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | [vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)]Iron Mail of Bloodletting (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Powered by arcane forces 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) acid / +10%(-) fire / +10%(-) darkness / +10%(-) blight Talent masteries: +0.10(-) Technique / Bloodthirst Life regen: +0.50 (-) Healing mod.: +30% (-) Activating this item is instant. It can be used to activate talent Bloodcasting (costing 60 power out of 60/60) : Effective talent level: 2.0 Power cost: 60 out of 60/60. Range: 10 Travel Speed: instantaneous Is: a spell Description: For 4 turns, your corruption spells will consume health instead of vim if their cost is higher than your vim. Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
| Cloak | [vs. Wrap of Stone (0 def, 10 armour) (Cloak)]Wrap of Stone (0 def, 10 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +10 (-) Armour Hardiness: +15% (-) Changes resistances: +5%(-) physical Changes damage: +5%(-) physical Talent masteries: +0.20(-) Chronomancy / Gravity +0.10(-) Spell / Stone +0.10(-) Chronomancy / Matter +0.20(-) Spell / Earth Spellpower: +6 (+2 eff.) (-) It can be used to activate talent Stone Wall (costing 60 power out of 60/60) : Effective talent level: 1.2 Power cost: 60 out of 60/60. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 5 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 81.97 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
| Around neck | [vs. warrior's copper amulet (Around neck)]warrior's copper amulet Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +6%(-) physical Stamina each turn: +0.40 (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Healing [healing infusion of the warrior (heal 95)] (on body)]healing infusion of the wizard (heal 167) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 167(-22) and cleanse 1 wound and 1 poison effect. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion (heal 271 over 5 turns)] (on body)]regeneration infusion of the sneak (heal 184 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 184(-87) life over 5(-) turns. Its effects scale with your +Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 12%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 12% for 4 turns. Also removes cross-tier effects of the affected types for free. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the wizard (resist 16%; cure mental, physical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 16% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Movement [movement infusion of the warrior (504% speed; 5 turns)] (on body)]movement infusion of the wizard (516% speed; 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 516%(-104%) for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5(-) turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your -Strength, +Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 7; power 21; dur 4)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune (22 cold damage; freeze 3 turns with power 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 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 22.07 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 274 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Erelubar the copper ring (On fingers, 1 of 2)]rogue's copper ring of nature (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-5 (-3 eff.)) Armour: +0 (-2) Defense: +6 (+6 eff.) Changes stats: +3(-2) Cun / +0(-5) Dex Changes resistances: +0%(-6%) cold / +22% nature / +0%(-12%) fire Changes damage: +11% nature Blindness immunity: +0% (-10%) Knockback immunity: +0% (-15%) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. arcing dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)]balanced steel dagger of massacre (18-23.4 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4(-34.0 - -54.6) Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+4) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-10) lightning When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +4 (+4 eff.) Disarm immunity: +18% Sharp, short and deadly. |
[vs. arcing dwarven-steel greatmaul of massacre (52-78 power, 2 apr) (In main hand)]Eye of Summer (8-8.8 power, 18 apr, fire damage) Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8(-44.0 - -69.2) Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Crit. chance: +5.0% (+3.5%) Attack speed: 100% (-) On weapon hit: - 25% chance for lightning to arc to a second target Damage (Melee): +0(-10) lightning When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)]Brodokath the iron plate armour (3 def, 7 armour) Requires: - Strength 22 - Talent Heavy Armour Training (level 3) Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 (+3) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Fatigue: +20% (+8%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-10%) acid / +16% temporal / +0%(-10%) darkness / +0%(-10%) blight / +0%(-10%) fire Changes damage: +3% arcane Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Maximum vim: +50.00 Spellpower: +8 (+2 eff.) Spell crit. chance: +2% Healing mod.: +0% (-30%) Damage Shield penetration: +20% A suit of armour made of metal plates. |
[vs. Iron Mail of Bloodletting (2 def, 4 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Pyreravager (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+5) Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +22% (+10%) Changes stats: +0(-2) Str / +0(-2) Con Changes resistances: +0%(-10%) acid / +0%(-10%) darkness / +0%(-10%) blight / +35%(+25%) fire / +6% mind Changes resistances penetration: +20% mind / +25% fire Talent mastery: +0.00(-0.10) Technique / Bloodthirst Life regen: +0.00 (-0.50) Healing mod.: +0% (-30%) A suit of armour made of metal plates. |
[vs. Girdle of the Calm Waters (Around waist)]noble's rough leather belt of unlife Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6%(-14%) blight / +0%(-20%) cold / +0%(-20%) nature Reduced damage from: +16% Summoned Healing mod.: +0% (-30%) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
[vs. Girdle of the Calm Waters (Around waist)]This item will automatically be transmogrified when you leave the level. Toryresin the hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour penetration: +4 Physical power: +4 (+1 eff.) Armour: +10 Changes stats: +3 Dex / +0(-3) Wil Changes resistances: +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature Reduced damage from: +30% Summoned Life regen: +0.80 Healing mod.: +0% (-30%) A belt that goes around your waist. |
[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]Ivemiba the rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 (-7) Damage (Melee): 6 acid Changes stats: +3 Dex / +0(-4) Con Changes resistances: +6% acid / +6% lightning Changes damage: +4% acid Talent cooldown: Clinch ((+0(+2) turn) Disarm immunity: +0% (-40%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Life regen: +0.40 Stamina each turn: +0.80 Only die when reaching: -20.00 life Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Gloves of the Firm Hand (0 def, 8 armour) (On hands)]steady hardened leather gloves of dexterity (+4) (0 def, 2 armour) Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +18 (+6 eff.) Armour: +2 (-6) Changes stats: +4 Dex / +0(-4) Con Talent cooldown: Clinch ((+0(+2) turn) Physical save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +26% (-14%) Stun/Freeze immunity: +0% (-30%) Knockback immunity: +0% (-30%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Xoldata the iron helm (0 def, 3 armour) (On head)]rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +1 (-2) Fatigue: +1% (-4%) Changes stats: +0(-3) Dex / +0(-3) Wil / +0(-7) Cun Changes resistances: +7% cold Grants telepathy: Humanoid/Orc Allows you to breathe in: water See invisible: +0 (-6) A cap made of leather. |
11 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
[vs. Glarebliss [power 43] (20 cooldown) (Tool)]Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Changes stats: +8 Cun / +0(-2) Dex Changes resistances: +15% lightning Changes damage: +15% lightning Physical save: +18 (+9 eff.) Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Light radius: +0 (-2) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. Glarebliss [power 43] (20 cooldown) (Tool)]iron pickaxe of endurance (dig speed 38 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Fatigue: -5% Changes stats: +3 Str / +0(-2) Dex Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Light radius: +0 (-2) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Glarebliss [power 43] (20 cooldown) (Tool)]woodsman's iron pickaxe (dig speed 37 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Changes stats: +1 Str / +0(-2) Dex Changes resistances: +10% nature Changes damage: +5% nature Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Light radius: +0 (-2) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Glarebliss [power 43] (20 cooldown) (Tool)]Prox's Lucky Halfling Foot Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-10 (-5 eff.)) Physical crit. chance: +0.0% (-2.0%) Armour: +0 (-4) Defense: +5 (+5 eff.) Changes stats: +5 Lck / +0(-2) Dex Trap disarming bonus: +5 Only die when reaching: +0.00 life (+40.00 life) Maximum stamina: +0.00 (-10.00) Light radius: +0 (-2) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Garatha the Ogre Doombringer level 20
41st Haze 122nd year of Ascendancy at 06:29 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Garatha the Ogre Doombringer level 18
20th Haze 122nd year of Ascendancy at 21:13 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Garatha the Ogre Doombringer level 17
13rd Haze 122nd year of Ascendancy at 06:35 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Garatha the Ogre Doombringer level 5
78th Pyre 122nd year of Ascendancy at 05:33 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Garatha the Ogre Doombringer level 10
4th Dusk 122nd year of Ascendancy at 21:59 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Garatha the Ogre Doombringer level 20
34th Haze 122nd year of Ascendancy at 17:02 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Garatha the Ogre Doombringer level 14
44th Dusk 122nd year of Ascendancy at 04:58 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Garatha the Ogre Doombringer level 10
4th Dusk 122nd year of Ascendancy at 22:12 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Garatha the Ogre Doombringer level 13
38th Dusk 122nd year of Ascendancy at 22:08 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Garatha the Ogre Doombringer level 16
61st Dusk 122nd year of Ascendancy at 02:44 see stats
Log
Fiery Grasp from Xama the temporal stalker hits Garatha for 6 fire damage.
Burning from Xama the temporal stalker hits Garatha for 24 fire damage.
Garatha receives 42 healing.
Garatha damages himself through Martyrdom!
Xama the temporal stalker hits Garatha for 2 physical, 0 lightning, 0 fire (3 total damage).
Garatha hits Xama the temporal stalker for 86 physical, 9 lightning, 7 fire (103 total damage).
Garatha damages himself through Martyrdom!
Xama the temporal stalker hits Garatha for 0 fire damage.
Garatha receives 2 healing from Devouring flames from Garatha.
Burning from Garatha hits Xama the temporal stalker for 4 fire damage.
Xama the temporal stalker casts Surge of Power.
Xama the temporal stalker surges with an incredible power!
Xama the temporal stalker's spell attains critical power!
Garatha damages himself through Martyrdom!
Xama the temporal stalker receives 414 healing.
Xama the temporal stalker hits Garatha for 95 physical, 5 mind, 1 lightning, 0 blight, 0 fire, 9 fire (111 total damage).
Garatha hits Xama the temporal stalker for 15 lightning, 15 blight, 9 fire (39 total damage).
Fiery Grasp from Xama the temporal stalker hits Garatha for 6 fire damage.
Burning from Xama the temporal stalker hits Garatha for 19 fire damage.
Garatha receives 42 healing.
Garatha uses Infusion: Regeneration.
Garatha starts regenerating health quickly.
Garatha damages himself through Martyrdom!
Xama the temporal stalker hits Garatha for 0 fire damage.
Garatha receives 2 healing from Devouring flames from Garatha.
Burning from Garatha hits Xama the temporal stalker for 4 fire damage.
Xama the temporal stalker casts Draining Assault.
Saving game...






































































































