











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Ashes of Urh'Rok 1.6.0Official 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 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official 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:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official 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 Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 23 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by corrupted mastocytic feeder at level 2 on the 17th Voratun 122nd year of Ascendancy at 09:10 0 / 6Killed by corrupted mastocytic feeder at level 2 on the 17th Voratun 122nd year of Ascendancy at 09:43 Killed by giant venus flytrap at level 8 on the 26th Voratun 122nd year of Ascendancy at 18:19 Killed by worm that walks (servant of Ondrsar) at level 19 on the 7th Loss 122nd year of Ascendancy at 02:51 Killed by Grand Corruptor at level 22 on the 1st Shortage 122nd year of Ascendancy at 02:38 Killed by Weirdling Beast at level 23 on the 14th Shortage 122nd year of Ascendancy at 19:21 |
Primary Stats
| Strength | 48 (base 29) |
| Dexterity | 18 (base 10) |
| Constitution | 41 (base 18) |
| Magic | 67 (base 53) |
| Willpower | 18 (base 10) |
| Cunning | 40 (base 21) |
Resources
| Life | -15/736 |
| Insanity | 98/100 |
| Healing Factor | 1.3703791469195 |
| Regeneration | 90.580825590901 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +42.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 46.989687335918 |
| See Invisible | 48.989687335918 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 18 |
| Crit Chance | 16% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +27% |
| Physical | +27% |
| Cold | +50% |
| All | +15% |
| Lightning | +40% |
| Light | +32% |
| Darkness | +24% |
| Fire | +33% |
| Nature | +18% |
Offense: Damage Penetration
| Lightning | +7% |
| Acid | +10% |
| Light | +5% |
| Temporal | +20% |
Defense: Base
| Armour (hardiness) | 20.930718150972 (81.666666666667%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 23 |
| Physical Save | 38 |
| Spell Save | 31 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 50%( 70%) |
| Physical | + 34%( 70%) |
| Cold | + 51%( 70%) |
| All | + 19%( 70%) |
| Darkness | + 64%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 29%( 70%) |
| Lightning | + 34%( 70%) |
| Mind | + 25%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 51%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Stun Resistance | 35% |
| Instadeath Resistance | 100% |
| Blind Resistance | 37% |
Inscriptions (4/4)
| 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 355 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 87 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous 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. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 34 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -422 life. The duration and life will increase by 1% for every 1% life you have lost (currently 853 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Effects
| talent | Chaos Orbs |
| talent | Chant of Fortress |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
| detrimental effect | The target has been splashed with acid, taking 37.22 acid damage per turn, reducing armour by 31 and attack by 27. Acid Splash |
| detrimental effect | The target is confused, acting randomly (chance 20%) and unable to perform complex actions. Confused |
| beneficial effect | 3 pustules increasing resistance by 9%. Putrescent Pustule |
| detrimental effect | Ondrsar is fed upon by Weirdling Beast. Fed Upon |
| beneficial effect | A flow of life spins around the target, regenerating 71.04 life per turn. Regeneration |
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 failed to protect the lost defiler from death by Ce'Noyavena the large brown snake. Escort: lost defiler (level 2 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by snow giant thunderer. Escort: lost tinker (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. * You've found the needed electric eel tail. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed ice ant stinger. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast 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 | Frost Treads (1 def, 4 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+1 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Cun / +4 Wil Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 Movement speed: +20% Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | alchemist's lamp 'Amedragrim'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +12 Con Changes resistances: +14% darkness / +6% fire Changes resistances penetration: +10% acid Changes damage: +5% light Damage affinity(heal): +5% light Life regen: +4.00 Light radius: +6 It can be used to activate talent Sun Flare, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 200.19 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Glareidol (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 28 Changes stats: +7 Str / +7 Dex / +5 Con Changes resistances: +18% blight / +9% darkness / +3% light Changes resistances penetration: +5% light Changes damage: +3% blight Spell save: +8 (+4 eff.) Mental save: +7 (+4 eff.) Light radius: +2 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 21 cooldown : Effective talent level: 3.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 21 light damage to everyone else who enters. The circle lasts 4 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Emelothra [power 155] (15/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +2 Cun / +2 Con Changes resistances: +4% physical Changes resistances penetration: +10% temporal Changes damage: +12% physical See invisible: +9 It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 373 Base Damage: 175 Armor: 4 All Resist: 0 Activation puts all charms on cooldown for 17 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 44% Damage when hit (Melee): 2 fire Changes stats: +3 Cun / +4 Mag Changes resistances: +6% fire / +24% light / +9% nature Changes damage: +12% light / +3% nature Blindness immunity: +37% Spellpower: +6 (+1 eff.) Infravision radius: +4 See stealth: +14 See invisible: +7 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Activation costs 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | rogue's gold ring of powerPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Defense: +10 (+5 eff.) Changes stats: +5 Cun Spellpower: +9 (+2 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | elemental stralite waraxe (30-42 power, 5 apr)Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 30.0 - 42.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 99 lightning damage (1/turn) When wielded/worn: Changes resistances penetration: +7% lightning Changes damage: +5% lightning One-handed war axes. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +5 Changes stats: +6 Mag Changes resistances: +15% lightning Changes damage: +20% lightning Critical mult.: +20.00% Spellpower: +12 (+3 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Talent on hit(spell): Lightning (10% chance level 1). This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Main armor | Pitchwreck of the Blightspawn (3 def, 19 armour)Requires: - Heavy armour training - Strength 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +19 Defense: +3 (+2 eff.) Fatigue: +12% Effects when hit in melee: * 20% chance to reduce damage dealt by 16% * 30% chance to reduce strength, dexterity, and constitution by 28 Changes stats: +5 Str Changes resistances: +7% physical / +8% mind / +16% darkness Changes resistances penetration: +10% temporal Changes damage: +18% fire Mental save: +10 (+5 eff.) Light radius: +1 It can be used to activate talent Track, placing all other charms into a 21 cooldown : Effective talent level: 2.4 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Wil / +2 Mag Changes resistances: +13% darkness / +12% temporal Spell save: +6 (+3 eff.) Maximum mana: +41.00 Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +10% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 7 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | DemonscarInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +20 (+6 eff.) Armour: +6 Defense: +15 (+8 eff.) Changes stats: +3 Con Changes resistances: +3% lightning / +3% darkness Physical save: +6 (+3 eff.) Life regen: +3.00 Maximum life: +36.00 Amulets can have magical properties. |
Inventory
teleportation rune of the warrior (range 69; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. 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 spell talent. |
DawnpulverizerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 6 light / 6 darkness Effects when hit in melee: * 6% chance to blind * 5% chance to reduce damage dealt by 16% Changes stats: +3 Mag Changes resistances penetration: +10% light Changes damage: +5% light / +5% darkness Talent mastery: +0.10 Demented / Beyond sanity Amulets can have magical properties. |
Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+8 eff.) Fatigue: -20% Maximum encumbrance: +20 Movement speed: +25% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
gold ring0.10 Encumbrance. Type: jewelry / ring ; tier 3 Rings can have magical properties. |
psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings can have magical properties. |
savior's gold ring of frost (+26%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +26% cold Changes damage: +13% cold Physical save: +6 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +9 (+5 eff.) Rings can have magical properties. |
wizard's steel ring of luminosityPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 16 light Damage (Ranged): 11 light Changes stats: +5 Mag Changes damage: +11% light Spell save: +6 (+3 eff.) Disease immunity: +15% Rings can have magical properties. It was changed by the digestive sack. |
iron longsword 'Eclipsemalice' (11.5-16.1 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Str / +6 Wil / +6 Con Changes resistances: +6% darkness / +12% fire Changes damage: +3% darkness Reduces incoming crit damage: 15.00% Maximum life: +12.00 Sharp, long, and deadly. |
acidic dwarven-steel mace of massacre (33-46.2 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Splash the target with acid dealing 165 damage over 5 turns and reducing armor and accuracy by 21 Blunt and deadly. |
iron waraxe of massacre (18.5-25.9 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% One-handed war axes. |
LustrebraidCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +3 (+1 eff.) Defense: +15 (+8 eff.) Changes stats: +1 Str Changes resistances: +3% lightning / +3% mind Changes damage: +9% light Critical mult.: +6.00% Physical save: +9 (+4 eff.) A belt that goes around your waist. |
Dazzlewrecker the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +1 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +6% light / +3% fire Spellpower on spell critical (stacks up to 3 times): +4 Light radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rags of the Sanctuary of blight (+12%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Cosmetic Item] Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +12% blight / +7% all Changes damage: +12% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudquake (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -4% Effects on melee hit: * 20% chance to reduce all saves and defense by 19 Damage when hit (Melee): 6 lightning Changes resistances: +12% mind Changes damage: +3% lightning Maximum encumbrance: +27 Physical save: +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Wildquench the pair of rough leather boots (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +3% lightning / +9% fire / +3% nature / +6% darkness Changes resistances penetration: +5% nature Stamina each turn: +0.40 Maximum stamina: +16.00 A pair of boots made of leather. |
pair of rough leather boots 'Daimyfast' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Con Changes resistances: +9% blight / +3% light / +3% darkness / +5% arcane Physical save: +11 (+4 eff.) Spell save: +3 (+2 eff.) Mental save: +10 (+5 eff.) A pair of boots made of leather. |
undeterred pair of rough leather boots of rushing (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Con Silence immunity: +20% Confusion immunity: +22% Stun/Freeze immunity: +21% It can be used to activate talent Rush, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Stone Gauntlets of Harkor'Zun (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +7 Fatigue: +10% Changes resistances: +20% acid / +10% physical Changes resistances cap: +10% acid / +5% physical Changes resistances penetration: +15% acid / +15% physical Changes damage: +10% acid / +5% physical Talent cooldown: Clinch (-2 turns) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Changes stats: +3 Str Life regen: +2.00 Stamina each turn: +0.60 Maximum stamina: +12.00 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. |
rough leather gloves 'Elilenne' (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * 10% chance to reduce armor by 38% * 20% chance to reduce all saves and defense by 19 Damage (Melee): 6 cold Damage when hit (Melee): 2 mind / 2 acid Changes resistances: +6% cold Changes damage: +6% acid / +3% cold / +9% mind 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. |
Lisadheta (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +3 Cun / +2 Dex Disease immunity: +10% Silence immunity: +20% Only die when reaching: -40.00 life Maximum hate: +6.00 Mindpower: +5 (+3 eff.) A cap made of leather. |
champion's iron helm of sanctity (0 def, 3 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +1 Str / +2 Wil Changes resistances: +6% blight / +5% darkness Spell save: +5 (+3 eff.) Mental save: +11 (+6 eff.) Disease immunity: +15% Light radius: +1 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 24 light damage to everyone else who enters. The circle lasts 5 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was changed by the digestive sack. |
Dawnknave (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Changes stats: +3 Mag / +1 Wil / +5 Cun Changes resistances: +12% light Life regen: +3.50 Stamina each turn: +0.70 A suit of armour made of metal plates. |
3 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. |
70 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 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. |
5 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. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 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. |
2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Boribers' (dig speed 18 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Armour: +2 Changes stats: +1 Str Physical save: +9 (+4 eff.) Only die when reaching: -20.00 life Maximum life: +20.00 Maximum stamina: +16.00 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden ; tier 2 It can be used to read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
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. |
2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+5 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Ce'Nana the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Wil / +2 Mag Changes resistances: +6% blight / +6% darkness Changes damage: +6% blight Spellpower on spell critical (stacks up to 3 times): +10 Spellpower: +4 (+1 eff.) Spell crit. chance: +8% Light radius: +3 Infravision radius: +4 See invisible: +7 Damage Shield penetration: +30% The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 21 cooldown : Effective talent level: 2.0 Power cost: 21 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 31 blight damage or heals 37 life. Creatures standing in the retch also have 11% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 17 power out of 25/25) : Effective talent level: 2.0 Power cost: 17 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 162.16 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 162.16 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower) Activation costs 7 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 138 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
evasive elm totem of summon tentacle [power 100] (15/17 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 240 Base Damage: 104 Armor: 0 All Resist: 0 Activation puts all charms on cooldown for 17 turns. When used: * Gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of stinging [power 90] (15/13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to sting an enemy dealing 90 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 13 turns. Natural totems are made by powerful wilders to store nature power. |
7 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. |
Blazejeer the ash wand of shielding [power 132] (15/14 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +13 Str / +2 Wil Changes resistances: +9% lightning It can be used to create a shield absorbing up to 132 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 14 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered ash wand of shielding [power 234] (15/17 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 234 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 17 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 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. |
Achievements
A View From The Gallery (Nightmare (Adventure) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Ondrsar the Drem Writhing One level 19
8th Loss 122nd year of Ascendancy at 19:48 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Ondrsar the Drem Writhing One level 12
5th Profit 122nd year of Ascendancy at 00:40 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Ondrsar the Drem Writhing One level 21
23rd Loss 122nd year of Ascendancy at 17:59 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Ondrsar the Drem Writhing One level 19
7th Loss 122nd year of Ascendancy at 13:49 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Ondrsar the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 22:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Ondrsar the Drem Writhing One level 20
14th Loss 122nd year of Ascendancy at 14:36 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Ondrsar the Drem Writhing One level 8
26th Voratun 122nd year of Ascendancy at 18:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Ondrsar the Drem Writhing One level 6
21st Voratun 122nd year of Ascendancy at 06:24 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Ondrsar the Drem Writhing One level 5
19th Voratun 122nd year of Ascendancy at 16:51 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Ondrsar the Drem Writhing One level 19
8th Loss 122nd year of Ascendancy at 21:18 see stats
Log
Looking around... (direction keys to select interesting things, shift+direction keys to move freely)
Mirror Image uses Taunt.
Weirdling Beast receives 42 healing from Weirdling Beast's glyph of sunlight.
Weirdling Beast's glyph of sunlight hits Ondrsar for 0 light damage.
Weirdling Beast is not silenced anymore.
Mirror Image moves reluctantly!
Mirror Image is not silenced anymore.
Mirror Image is not silenced anymore.
Acid Splash from Weirdling Beast hits Ondrsar for (33 absorbed), 0 acid (0 total damage).
Mirror Image uses Taunt.
Weirdling Beast casts Mind Blast.
Ondrsar wanders around!.
Mirror Image wanders around!.
Mirror Image wanders around!.
Weirdling Beast hits Mirror Image for 14 darkness damage.
Weirdling Beast hits Ondrsar for (15 absorbed), 0 darkness (0 total damage).
Weirdling Beast hits Mirror Image for 14 darkness damage.
Mirror Image uses Taunt.
Your summoned Mirror Image disappears.
Your summoned Mirror Image disappears.
Acid Splash from Weirdling Beast hits Ondrsar for (33 absorbed), 0 acid (0 total damage).
There is a stair back to the lake of Nur here (press '' or right click to use).
Weirdling Beast uses Mind Sear.
Your shield crumbles under the damage!
The shield around Ondrsar crumbles.
Saving game...




































































































