Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.4 |
| Addons | Items Vault 1.0.3 Alternate Zones Option 1.0.4 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Anorithil |
| Level / Exp | 33 / 80% |
| Size | small |
| Lifes / Deaths | Killed by sand-drake at level 15 on the 18th Haze 122nd year of Ascendancy at 08:02 0 / 6Killed by skeleton mage at level 20 on the 62nd Haze 122nd year of Ascendancy at 05:58 Killed by Halaau the dolleg at level 25 on the 21st Regrowth 123rd year of Ascendancy at 17:05 Killed by orc cryomancer at level 33 on the 59th Regrowth 123rd year of Ascendancy at 16:08 Killed by electric eel at level 33 on the 71st Regrowth 123rd year of Ascendancy at 11:49 Killed by naga tide huntress at level 33 on the 71st Regrowth 123rd year of Ascendancy at 18:44 |
Primary Stats
| Strength | 20 (base 13) |
| Dexterity | 17 (base 10) |
| Constitution | 43 (base 42) |
| Magic | 79 (base 51) |
| Willpower | 33 (base 10) |
| Cunning | 58 (base 45) |
Resources
| Mana | 442/442 |
| Negative | 49/146 |
| Life | 812/812 |
| Positive | 115/146 |
| Equilibrium | 0 |
| Healing Factor | 0.99999999999997 |
| Regeneration | 0.25000000000001 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 64 |
| Accuracy | 13 |
| Crit Chance | 16% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 56% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33.15 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +33% |
| Light | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 23.225 |
| Ranged Defense | 23.225 |
| Fatigue | 14 |
| Physical Save | 25.4625 |
| Spell Save | 35.0375 |
| Mental Save | 49.575 |
Defense: Resistances
| Acid | + 11%( 70%) |
| Light | + 48%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 15%( 70%) |
| All | + 9%( 70%) |
| Cold | + 25%( 70%) |
| Nature | + 8%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 287 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: 1 turn Is: a spell Description: Activate the rune to teleport randomly in a range of 57 with a minimum range of 15. Its effects scale with your Willpower stat. |
Class Talents
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Celestial / Circles | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Celestial / Star fury | 1.50 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Celestial / Sun | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Celestial / Twilight | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved Magic by +2. | 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 sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved Strength by +2. | 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 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Piercing Sight (+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 ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Prox 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 263. | 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed electric eel tail. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed bloated horror heart. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed hummerhorn wing. * You've found the needed faerlhing fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of elder vampire blood. | 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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | eldritch pair of drakeskin leather boots of phasing (0 def, 5 armour) eldritch pair of drakeskin leather boots of phasing (0 def, 5 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +3 Mag / +3 Wil Mana each turn: +0.38 Maximum mana: +35.00 Spell crit. chance: +3% It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
| Light source | scorching alchemist's lamp of the moons scorching alchemist's lamp of the moonsPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Damage when the wearer is hit: 14 fire Changes resistances: +7% light Changes damage: +7% darkness Light radius: +3 Infravision radius: +2 It can be used to activate talent Moonlight Ray, placing all other charms into a 8 cooldown : Effective talent level: 6.0 Power cost: 8 out of 8/8. Range: 10.00 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 256.86 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Loredir the dwarven-steel helm (0 def, 4 armour) Loredir the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Str / +5 Wil Changes resistances: +14% mind / +3% acid Changes resistances penetration: +25% acid Mental save: +25 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | telekinetic stralite torque of psychoportation [power 43] (30 cooldown) telekinetic stralite torque of psychoportation [power 43] (30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Talent cooldown: Telekinetic Blast (+5 turn) Talent granted: +2 Telekinetic Blast It can be used to teleport randomly (rad 43), placing all other charms into a 30 cooldown. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's gold ring of pilfering conjurer's gold ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour penetration: +5 Defense: +5 Changes stats: +6 Mag / +5 Wil Spellpower: +7 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| On fingers | wizard's gold ring of light (+30%) wizard's gold ring of light (+30%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Mag Changes resistances: +30% light Changes damage: +15% light Spell save: +10 Rings can have magical properties. |
| Around waist | clarifying hardened leather belt of magery clarifying hardened leather belt of mageryPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +3 Mag / +4 Wil Mental save: +7 Spell crit. chance: +4% A belt that goes around your waist. |
| In main hand | Sceptre of the Archlich (40-48 power, 12 apr, darkness damage) Sceptre of the Archlich (40-48 power, 12 apr, darkness damage)Requires: - Magic 40 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 40.0 - 48.0 Uses stat: 130% Mag Damage type: Darkness Armour Penetration: +12 Attack speed: 100% When wielded/worn: Changes damage: +26% darkness Talent masteries: +0.20 Spell / Necrotic minions +0.20 Celestial / Star fury +0.10 Spell / Advanced necrotic minions Spellpower: +28 Spell crit. chance: +14% This sceptre, carved of ancient, blackened bone, holds a single gem of deep obsidian. You feel a dark power from deep within, looking to get out. |
| On hands | brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Str / +4 Dex / +3 Mag / +6 Cun Changes resistances: +7% darkness / +6% light Talent cooldown: Double Strike (-1 turn) Physical save: +8 Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.5 Power cost: 20 out of 20/20. Range: 6.00 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 106.67 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | enlightening reinforced leather armour of command (15 def, 13 armour) enlightening reinforced leather armour of command (15 def, 13 armour)Requires: - Strength 18 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +13 Defense: +15 Fatigue: +8% Changes stats: +4 Cun / +3 Wil Mental save: +24 A suit of armour made of leather. |
| Cloak | lightening cashmere cloak of sorcery (2 def, 0 armour) lightening cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 Fatigue: -3% Changes stats: +2 Mag / +3 Wil Spell crit. chance: +4% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | clarifying stralite amulet of the fish clarifying stralite amulet of the fishInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% mind / +18% cold Allows you to breathe in: water Confusion immunity: +32% Amulets can have magical properties. |
Inventory
heroism infusion of the duelist (+7 for 9 turns, die at -267) heroism infusion of the duelist (+7 for 9 turns, die at -267)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 9 turns. Also while Heroism is active, you will only die when reaching -267 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Dexterity 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. |
movement infusion of the warrior (756% speed; 6 turns) movement infusion of the warrior (756% speed; 6 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase movement speed by 756% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength 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. |
lightning rune of the titan (386 lightning damage) lightning rune of the titan (386 lightning damage)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4.00 Cooldown: 21 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to fire a beam of lightning, doing 128.80 to 386.40 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Its effects scale with your Constitution 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. |
shielding rune of the warrior (absorb 284 for 5 turns) shielding rune of the warrior (absorb 284 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 5 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 Encumbrance. Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
Daneth's Neckguard Daneth's NeckguardCrafted by a master 2.00 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Talent mastery: +0.00(-) Technique / Battle tactics Reduces opponents crit chance: 0% It can be used to activate talent Juggernaut (costing 30 power out of 60/60) : Effective talent level: 2.0 Power cost: 30 out of 60/60. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 20% for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when the wearer hits(melee): 5 mind Damage when the wearer hits(ranged): 5 mind Mindpower: +5 See stealth: +10 See invisible: +10 Blind-Fight:This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying voratun amulet of strength (+6) clarifying voratun amulet of strength (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +6 Str Changes resistances: +13% mind Confusion immunity: +41% Amulets can have magical properties. |
serendipitous gold amulet of constitution (+5) serendipitous gold amulet of constitution (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +8 Changes stats: +5 Lck / +2 Con Amulets can have magical properties. |
conjurer's gold ring conjurer's gold ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Mag / +6 Wil Spellpower: +6 Rings can have magical properties. |
conjurer's stralite ring of pilfering conjurer's stralite ring of pilferingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour penetration: +4 Defense: +5 Changes stats: +5 Mag / +6 Wil Spellpower: +8 It can be used to activate talent Disengage, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: 7.00 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
mule's steel ring of sensing mule's steel ring of sensingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -6% Maximum encumbrance: +22 Blindness immunity: +22% See stealth: +7 See invisible: +6 Rings can have magical properties. |
psionicist's stralite ring of arcane power psionicist's stralite ring of arcane powerPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Wil Mental save: +10 Spellpower: +8 Rings can have magical properties. |
psionicist's stralite ring of warding psionicist's stralite ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +7 Wil Changes resistances: +14% fire / +16% cold / +18% lightning / +15% acid Mental save: +14 Rings can have magical properties. |
savage's stralite ring of mental power savage's stralite ring of mental powerCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +3 Con Spell save: +5 Maximum stamina: +15.00 Mindpower: +10 Rings can have magical properties. |
savior's gold ring of focus savior's gold ring of focusCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances penetration: +8% physical Physical save: +9 Spell save: +7 Mental save: +5 It can be used to activate talent Greater Weapon Focus, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on your blows; each strike has a 11% chance to deal another, similar, blow for 6 turns. This works for all blows, even ones from other talents and from shield bashes. The chance increases with your Dexterity. Rings can have magical properties. |
sneakthief's gold ring sneakthief's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Cun / +5 Dex Rings can have magical properties. |
solipsist's voratun ring of warding solipsist's voratun ring of wardingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Changes stats: +5 Cun / +6 Wil Changes resistances: +19% fire / +17% cold / +24% lightning / +25% acid Mindpower: +6 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. psychic's stralite dagger (28-36.4 power, 9 apr)psychic's stralite dagger (28-36.4 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. 0.80 Ego Multiplier. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 45% Str, 45% Dex Damage type: Physical Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% When wielded/worn: Changes stats: +2 Cun / +3 Wil Mindpower: +6 Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of blasting (25-30 power, 5 apr, temporal damage)elven-wood starstaff of blasting (25-30 power, 5 apr, temporal damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Temporal Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +25% temporal Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% It can be used to projects damage in a circle from the staff, placing all other charms into a 10 cooldown. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. flaming orite trident (37-59.2 power, 13 apr)flaming orite trident (37-59.2 power, 13 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.0 - 59.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Burst (radius 1) on hit: +9 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. glacial orite trident of crippling (37.5-60 power, 13 apr)glacial orite trident of crippling (37.5-60 power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 37.5 - 60.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage conversion: 32% ice When wielded/worn: Physical crit. chance: +16.0% Armour: +14 Changes resistances penetration: +15% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. huntsman's orite trident of purging (39.5-63.2 power, 13 apr)huntsman's orite trident of purging (39.5-63.2 power, 13 apr) Requires: - Strength 35 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 25% chance to remove a magical effect Damage when this weapon hits: +19 nature Damage against: +16% Animal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. inquisitor's orite trident of crippling (41.5-66.4 power, 13 apr)inquisitor's orite trident of crippling (41.5-66.4 power, 13 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 41.5 - 66.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon crits: cripple the target Damage when this weapon hits: +22 manaburn When wielded/worn: Physical crit. chance: +11.0% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. manaburning orite trident of massacre (54.5-87.2 power, 13 apr)manaburning orite trident of massacre (54.5-87.2 power, 13 apr) Requires: - Strength 35 Infused by arcane disrupting forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 54.5 - 87.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Damage when this weapon hits: +20 manaburn A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of disruption (42.5-68 power, 13 apr)orite trident of disruption (42.5-68 power, 13 apr) Requires: - Strength 35 Infused by arcane disrupting forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 42.5 - 68.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: disrupts spell-casting Damage against: +11% Undead / +16% Construct A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. orite trident of ruin (40-64 power, 13 apr)orite trident of ruin (40-64 power, 13 apr) Requires: - Strength 35 Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour penetration: +9 Physical crit. chance: +11.0% Critical mult.: +17.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. psychic's orite trident of the mystic (39.5-63.2 power, 13 apr)psychic's orite trident of the mystic (39.5-63.2 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 39.5 - 63.2 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +5 Mag / +9 Wil / +5 Cun Spellpower: +11 Mindpower: +11 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. thought-forged orite trident of corruption (40-64 power, 13 apr)thought-forged orite trident of corruption (40-64 power, 13 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 40.0 - 64.0 Uses stat: 120% Str Damage type: Physical Armour Penetration: +13 Physical crit. chance: +3.5% Attack speed: 100% Special effect when this weapon hits: 20% chance to curse the target Damage when this weapon hits: +10 mind / +11 blight / +9 darkness Damage conversion: 40% mind When wielded/worn: Changes stats: +4 Wil A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
This item will automatically be transmogrified when you leave the level. warbringer's deep-steel trident of daylight (29-46.4 power, 10 apr)warbringer's deep-steel trident of daylight (29-46.4 power, 10 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / trident ; tier 3 It must be held with both hands. Base power: 29.0 - 46.4 Uses stat: 120% Str Damage type: Physical Armour Penetration: +10 Physical crit. chance: +2.5% Attack speed: 100% Damage when this weapon hits: +9 light Damage against: +10% Undead When wielded/worn: Physical power: +9 Changes stats: +4 Con Changes resistances penetration: +9% physical Disarm immunity: +18% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Malslek the Accursed's Hat (2 def, 0 armour) Malslek the Accursed's Hat (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 4 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 10 % chance to cause a gloom effect Changes resistances: +15% fire Changes damage: +10% darkness / +10% physical Talent mastery: +0.20 Cursed / Punishments Mental save: -10 Hate when firing a critical mind attack: +2.00 Hate per kill: +2.00 Maximum hate: +20.00 Spellpower: +10 Mindpower: +10 Mental crit. chance: +10% Healing mod.: -10% Talent on hit(spell): Agony (10% chance level 2). Talent on hit(mindpower): Hateful Whisper (10% chance level 2). This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
This item will automatically be transmogrified when you leave the level. Skymortal (2 def, 0 armour)Skymortal (2 def, 0 armour) Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 Damage when the wearer hits(melee): 8 lightning Damage when the wearer is hit: 4 lightning Changes resistances: +6% mind Changes damage: +6% lightning A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of seeing (1 def, 0 armour) clarifying linen wizard hat of seeing (1 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 Mental save: +6 Infravision radius: +1 See stealth: +5 See invisible: +5 A pointy cloth hat, very wizardly... |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 When used to imbue an object: Defense: +8 Physical save: +8 Spell save: +8 Mental save: +8 Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight It can be used to dig a wall, cut a tree, ..., costing 1 power out of 1/1. A huge tooth taken from the Mouth, in the Deep Bellow. |
2 turquoise 2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Crystal Heart Crystal HeartPowered by arcane forces 0.00 Encumbrance. Type: gem / multi-hued ; tier 5 It can be used to combine with a suit of body armor, costing 1 power out of 1/1. This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 10 power out of 30/30. The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Gems can be sold for money or used in arcane rituals. |
3 ruby 3 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) 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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest 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 Yiilkgur, any items dropped inside is transported to the Fortress, processed by the core and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to the Fortress, 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. |
overpowered elven-wood totem of healing [power 237] (55 cooldown) overpowered elven-wood totem of healing [power 237] (55 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 4 It can be used to heals the target for 237, placing all other charms into a 55 cooldown. Natural totems are made by powerful wilders to store nature power. |
Duatheljustice of conjuration [power 151] (6 cooldown) Duatheljustice of conjuration [power 151] (6 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% darkness Changes resistances penetration: +15% arcane Changes damage: +6% darkness Mana each turn: +0.04 Maximum mana: +20.00 Spell crit. chance: +1% It can be used to fire a bolt of a random element (dam 75-151), placing all other charms into a 6 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
bright elven-wood wand of detection [power 9] (15 cooldown) bright elven-wood wand of detection [power 9] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to detect the presence of creatures around you (rad 9), placing all other charms into a 15 cooldown. When used: 100% chance to regenerate 5 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
pearl pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Beam the Halfling Anorithil level 28
31st Regrowth 123rd year of Ascendancy at 16:13 see stats
Arachnophobia
Destroyed the spydric menace.By Beam the Halfling Anorithil level 31
49th Regrowth 123rd year of Ascendancy at 17:03 see stats
Brave new world
Went to the Far East and took part in the war.By Beam the Halfling Anorithil level 30
46th Regrowth 123rd year of Ascendancy at 05:07 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Beam the Halfling Anorithil level 12
8th Dusk 122nd year of Ascendancy at 21:20 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Beam the Halfling Anorithil level 29
41st Regrowth 123rd year of Ascendancy at 18:19 see stats
Exterminator
Killed 1000 creatures.By Beam the Halfling Anorithil level 16
25th Haze 122nd year of Ascendancy at 04:24 see stats
Genocide
Killed the Orc Greatmother in the breeding pits, thus dealing a terrible blow to the orc race.By Beam the Halfling Anorithil level 31
53rd Regrowth 123rd year of Ascendancy at 00:24 see stats
Guiding Hand
Saved all escorted adventurers.By Beam the Halfling Anorithil level 28
33rd Regrowth 123rd year of Ascendancy at 22:15 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Beam the Halfling Anorithil level 21
8th Decay 122nd year of Ascendancy at 12:59 see stats
Level 10
Got a character to level 10.By Beam the Halfling Anorithil level 10
10th Mirth 122nd year of Ascendancy at 11:36 see stats
Level 20
Got a character to level 20.By Beam the Halfling Anorithil level 20
46th Haze 122nd year of Ascendancy at 09:45 see stats
Level 30
Got a character to level 30.By Beam the Halfling Anorithil level 30
41st Regrowth 123rd year of Ascendancy at 18:19 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Beam the Halfling Anorithil level 13
55th Dusk 122nd year of Ascendancy at 20:17 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Beam the Halfling Anorithil level 30
42nd Regrowth 123rd year of Ascendancy at 11:17 see stats
The Arena
Unlocked Arena mode.By Beam the Halfling Anorithil level 9
8th Mirth 122nd year of Ascendancy at 07:58 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Beam the Halfling Anorithil level 20
47th Haze 122nd year of Ascendancy at 10:22 see stats
The secret city
Discovered the truth about mages.By Beam the Halfling Anorithil level 10
1st Flare 122nd year of Ascendancy at 07:56 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers compound.By Beam the Halfling Anorithil level 20
46th Haze 122nd year of Ascendancy at 20:33 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Beam the Halfling Anorithil level 25
18th Regrowth 123rd year of Ascendancy at 21:26 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Beam the Halfling Anorithil level 17
27th Haze 122nd year of Ascendancy at 22:54 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Beam the Halfling Anorithil level 27
27th Regrowth 123rd year of Ascendancy at 07:53 see stats
Log
Beam casts Barrier.
A shield forms around Beam.
Naga tide huntress hits Beam for 0 nature damage.
Naga tide huntress hits Beam for 0 physical, 0 lightning damage (total 0.00).
Beam shrugs off the effect 'Dazed'!
Beam uses Infusion: Regeneration.
Beam starts regenerating health quickly.
Naga tide huntress hits Beam for 0 physical, 0 lightning damage (total 0.00).
Naga tide huntress hits Beam for 0 nature damage.
Your shield crumbles under the damage!
The shield around Beam crumbles.
Naga tide huntress hits Beam for 43 physical, 10 lightning damage (total 51.53).
Beam triggers a water jet!
Water jet hits Beam for 55 physical damage.
Naga tide huntress hits Beam for 42 cold damage.
Naga tide huntress killed Beam!
Beam the level 33 halfling anorithil was frozen to death by a naga tide huntress on level 1 of Temple of Creation.
You have no more lives left.
Beam stops regenerating health quickly.
Beam deactivates Premonition.
Beam deactivates Corona.
Beam deactivates Chant of Fortitude.
Beam stops being poisoned.
The protective shield of Beam disappears.
Beam deactivates Hymn of Moonlight.
The shroud of shadows around Beam disappears.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
