












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Bulwark |
| Level / Exp | 31 / 11% |
| Size | big |
| Lifes / Deaths | Killed by Salivea the fearful symmetry at level 20 on the 1st Gold 123rd year of Ascendancy at 23:30 4 / 3Killed by Xeryldamira the cave bear at level 31 on the 2nd Wealth 123rd year of Ascendancy at 09:41 Killed by Unvor at level 31 on the 2nd Wealth 123rd year of Ascendancy at 09:46 |
| Antimagic | Follower |
Primary Stats
| Strength | 113 (base 50) |
| Dexterity | 20 (base 12) |
| Constitution | 69 (base 55) |
| Magic | 8 (base 10) |
| Willpower | 49 (base 28) |
| Cunning | 29 (base 10) |
Resources
| Life | 1403/1403 |
| Stamina | 317/317 |
| Equilibrium | 0 |
| Healing Factor | 1.3727219866913 |
| Regeneration | 7.7799663452272 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -63.333333333333% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 48.003878189685 |
| See Invisible | 43.003878189685 |
Offense: Mainhand
| Damage | 122 |
| Accuracy | 26 |
| Crit Chance | 20% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 3.5 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +6% |
| Darkness | +6% |
| Nature | +29% |
| All | 0% |
Offense: Damage Penetration
| Cold | +25% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 83.089348373819 (81.151787968034%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 63 |
| Spell Save | 55 |
| Mental Save | 50 |
Defense: Resistances
| Acid | -3%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 21%( 70%) |
| Cold | + 10%( 70%) |
| Physical | + 49%( 70%) |
| Mind | + 23%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 61% |
| Blind Resistance | 33% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and magical effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 589% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Warcries | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Conditioning | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You failed to protect the lost sun paladin from death by uruivellas. Escort: lost sun paladin (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 111. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 snow giant kidney. * You've found the needed faerlhing fang. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed vial of elder vampire blood. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' 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 green worm. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. 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 pouch of luminous horror dust. * You've found the needed vial of greater demon bile. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | watchleader's alchemist's lamp of clarity1.0 T3 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+2 eff.) Blind- +33% Confus- +15% ---------- misc Light +8 See.Stealth +22 See.Invis +17 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 8 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Plagueglory' (0 def, 12 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +9% nature +6% darkness ----- def ----- Armour +12 Fatigue +4% Resists +8% lightning +7% temporal ---------- misc Max.stam +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Spellhunt Remnants (4 def, 5 armour)1.5 T4 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +12% Mind.pwr +10 (+3 eff.) Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Armour +5 Defense +4 (+2 eff.) Spell.save +10 (+3 eff.) Max.HP +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
| Tool | steel torque of clear mind 'Blizzardreek' [power 2] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical Res.pen +25% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Defense +10 (+5 eff.) Resists +4% physical Phys.save +6 (+1 eff.) Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | solipsist's steel ring of clarity0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| On fingers | warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str ----- def ----- Armour +6 Mind.save +6 (+2 eff.) Confus- +26% Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | stralite waraxe of crippling (32-44 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 32.0 - 44.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% One-handed war axes. |
| Around waist | Grinysta1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Armour +2 Resists +12% lightning +6% temporal Die.at -20.00 life Max.HP +60.00 Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
| In off hand | reinforced stralite shield of earthen fury (0 def, 17 armour, 44-53 power, 163 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 44.5 - 53.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +163 On Hit: * Deal physical damage equal to your armor (83) While equipped: ----- def ----- Armour +17 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 9 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 46 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+4 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
clarifying copper amulet of constitution (+4)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
Gelatharain the steel ring =Cun +5=0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Melee Ret 2 temporal ----- def ----- Resists +6% temporal Mind.save +4 (+1 eff.) Max.HP +25.00 Disarm- +22% Pinning- +24% Knockbk- +22% Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Darkslice0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% lightning +3% darkness ----- def ----- Armour +8 Resists +28% lightning +9% nature Crit.chn- 5.00% Disease- +20% Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
cruel elven-wood magestaff (25-30 power, 5 apr, cold element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Crit.mult +10.00% Spell.pwr +12 (+6 eff.) Dmg.mod +25% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Blazesage' (30-36 power, 6 apr, blight element)5.0 T5 staff 2H weapon Reqs Mag 48 [Rare] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Mind.crit +2% Spell.pwr +15 (+7 eff.) Dmg.mod +30% blight +18% light +30% mind Res.pen +15% mind ----- def ----- Defense +11 (+6 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 39.86 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul 'Flashsting' (43-64 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 43.0 - 64.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Res.pen +25% fire ----- def ----- Defense +10 (+5 eff.) Resists +9% light +6% temporal Crit.chn- 15.00% Massive two-handed mauls. |
voratun mace 'Viperwinter' (45-62 power, 6 apr)3.0 T5 mace 1H weapon [Rare] Master Power 45.0 - 63.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% acid +12% mind Res.pen +15% nature +25% acid Acc +11 (+6 eff.) ----- def ----- Defense +12 (+6 eff.) Disarm- +38% ---------- misc Psi/ret +0.08 Max.psi +50.00 Blunt and deadly. |
quick steel waraxe (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Acc +8 (+4 eff.) One-handed war axes. |
Bethelaith the Brightgasher (26-37 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 26.5 - 37.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 cold Against +9% Unnatural On Crit.r2 +12 light On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +3 Wil dps ---------- Melee Ret 8 cold ----- def ----- Resists +3% light One-handed war axes. |
arcing stralite waraxe of massacre (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego] Arcane/Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
stralite waraxe 'Duraredas' (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 35.0 - 49.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Cun +3 Str dps ---------- Acc +11 (+6 eff.) ----- def ----- Defense +9 (+5 eff.) Resists +15% lightning +9% fire +6% darkness +12% acid Disarm- +44% ---------- misc Infravis +1 See.Invis +3 One-handed war axes. |
voratun waraxe 'Politira' (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Rare] Master Power 39.5 - 55.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +8 mind While equipped: Stats +1 Cun +5 Dex dps ---------- Mind.crit +2% Mind.pwr +25 (+8 eff.) Phys.spd +10% Acc +18 (+9 eff.) Melee Ret 4 mind On Hit (Melee): * 20 arcane resource burn ---------- misc Max.hate +10.00 One-handed war axes. |
elm longbow 'Bokeran'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +4 Str +9 Dex +3 Con dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Phys.save +9 (+2 eff.) ---------- misc Reload +4 Infravis +2 Masteries +0.15 Wild-gift/Fungus Regenerate 126 life over 5 turns Puts all charms on 17 cooldown Longbows are used to shoot arrows at your foes. |
reinforced stralite shield of fire resistance (+15%) (0 def, 9 armour, 50-60 power, 163.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 50.5 - 60.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +163 While equipped: ----- def ----- Armour +9 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +12% blight +11% all Max.HP +42.00 HP.reg +1.80 Heal.mod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisudawe the Nightstrider (0 def, 0 armour)2.0 T5 cloth armor [Rare] Disrupt While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +20% darkness Melee Ret 8 mind On Melee Ret: * 7% chance to slow global speed by 54% * 10 arcane resource burn ----- def ----- Resists +15% mind +15% all ---------- misc Hate/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Mind.save +10 (+3 eff.) A suit of armour made of leather. |
stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +36.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of metal plates. |
Pusbringer the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +20% nature Melee Ret 4 nature 2 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +18% nature HP.reg +2.20 Heal.mod +22% A belt that goes around your waist. |
Frost Treads (1 def, 4 armour) =Cun +4=2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 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. |
Berayon (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Mind.crit +3% Mind.pwr +25 (+8 eff.) Dmg.mod +9% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% acid +10% fire +10% cold Crit.chn- 10.00% Mind.save +12 (+4 eff.) A pointy cloth hat, very wizardly... |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
148 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
nightwalker's alchemist's lamp of clarity1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Mind.save +8 (+2 eff.) ---------- misc Light +4 See.Stealth +11 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Unvor the Dwarf Bulwark level 30
41st Profit 123rd year of Ascendancy at 23:47 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Unvor the Dwarf Bulwark level 25
21st Stralite 123rd year of Ascendancy at 22:09 see stats
Against all odds
Killed Ukruk in the ambush.By Unvor the Dwarf Bulwark level 29
35th Profit 123rd year of Ascendancy at 04:14 see stats
Antimagic!
Completed antimagic training in the Ziguranth camp.By Unvor the Dwarf Bulwark level 19
16th Iron 123rd year of Ascendancy at 09:55 see stats
Bringer of Doom
Killed a Bringer of Doom.By Unvor the Dwarf Bulwark level 24
6th Stralite 123rd year of Ascendancy at 13:34 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Unvor the Dwarf Bulwark level 12
11st Dearth 122nd year of Ascendancy at 21:21 see stats
Earth Master
Killed Harkor'Zun.By Unvor the Dwarf Bulwark level 15
12nd Loss 122nd year of Ascendancy at 17:16 see stats
Exterminator
Killed 1000 creatures.By Unvor the Dwarf Bulwark level 19
8th Iron 123rd year of Ascendancy at 19:42 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Unvor the Dwarf Bulwark level 20
36th Steel 123rd year of Ascendancy at 20:16 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Unvor the Dwarf Bulwark level 25
21st Stralite 123rd year of Ascendancy at 20:18 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Unvor the Dwarf Bulwark level 30
36th Profit 123rd year of Ascendancy at 05:10 see stats
Level 10
Got a character to level 10.By Unvor the Dwarf Bulwark level 10
26th Wealth 122nd year of Ascendancy at 20:46 see stats
Level 20
Got a character to level 20.By Unvor the Dwarf Bulwark level 20
28th Steel 123rd year of Ascendancy at 19:43 see stats
Level 30
Got a character to level 30.By Unvor the Dwarf Bulwark level 30
35th Profit 123rd year of Ascendancy at 04:14 see stats
Poisonous
Sided with the assassin lord.By Unvor the Dwarf Bulwark level 25
40th Stralite 123rd year of Ascendancy at 02:30 see stats
Size matters
Did over 600 damage in one attack.By Unvor the Dwarf Bulwark level 28
31st Profit 123rd year of Ascendancy at 22:44 see stats
Squadmate
Escaped from Reknor alive with your squadmate Norgan.By Unvor the Dwarf Bulwark level 5
18th Voratun 122nd year of Ascendancy at 20:20 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Unvor the Dwarf Bulwark level 25
21st Stralite 123rd year of Ascendancy at 22:09 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Unvor the Dwarf Bulwark level 25
21st Stralite 123rd year of Ascendancy at 22:09 see stats
The secret city
Discovered the truth about mages.By Unvor the Dwarf Bulwark level 12
24th Dearth 122nd year of Ascendancy at 10:06 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Unvor the Dwarf Bulwark level 23
21st Gold 123rd year of Ascendancy at 00:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Unvor the Dwarf Bulwark level 28
33rd Profit 123rd year of Ascendancy at 19:08 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Unvor the Dwarf Bulwark level 19
3rd Iron 123rd year of Ascendancy at 22:06 see stats
Utterly Destroyed
Died on the Eidolon Plane.By Unvor the Dwarf Bulwark level 31
2nd Wealth 123rd year of Ascendancy at 09:46 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Unvor the Dwarf Bulwark level 29
35th Profit 123rd year of Ascendancy at 00:37 see stats
Log
Brown bear misses Unvor.
Xeryldamira the cave bear uses Willful Strike.
Xeryldamira the cave bear's mind surges with critical power!
Unvor was smashed!
Xeryldamira the cave bear hits Unvor for 125 physical, 17 physical (143 total damage).
Shadow casts Shadow Lightning.
Shadow hits Unvor for (49 antimagic), 17 lightning (17 total damage).
Shadow hits Unvor for 6 physical damage.
Unvor no longer hears the hateful whisper.
Isyldawe the war bear uses Stun.
Isyldawe the war bear misses Unvor.
Unvor resists the stunning blow!
Isyldawe the war bear hits Unvor for (8 antimagic), 0 nature, (2 antimagic), 0 lightning, 2 physical, (3 antimagic), 0 fire, (1 antimagic), 0 acid, (4 antimagic), 0 cold (2 total damage).
Xeryldamira the cave bear uses Reproach.
Xeryldamira the cave bear hits Unvor for 116 mind damage.
Unvor the level 31 dwarf bulwark was psyched to death by Xeryldamira the cave bear on level 1 of Bearscape.
--------------------------------
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Xeryldamira the cave bear killed Unvor!
--------------------------------
Saving game...
Saving done.
Talent Vitality is ready to use.
Ran for 2 turns (stop reason: interesting character).
--------------------------------
Personal New Achievement: Utterly Destroyed!






































































































