Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Items Vault 1.3.0Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official Expansion!Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Steamtech UI 1.0.5 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Higher |
| Class | Cursed |
| Level / Exp | 17 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 07:42 0 / 6Killed by thought-forged warrior at level 12 on the 14th Dusk 122nd year of Ascendancy at 04:23 Killed by Assassin Lord at level 12 on the 14th Dusk 122nd year of Ascendancy at 15:58 Killed by minotaur at level 14 on the 31st Dusk 122nd year of Ascendancy at 13:22 Killed by Spaek the Invoker at level 17 on the 42nd Dusk 122nd year of Ascendancy at 00:32 Killed by skeleton warrior at level 17 on the 42nd Dusk 122nd year of Ascendancy at 05:57 |
Primary Stats
| Strength | 47 (base 32) |
| Dexterity | 17 (base 10) |
| Constitution | 21 (base 23) |
| Magic | 13 (base 10) |
| Willpower | 51 (base 38) |
| Cunning | 15 (base 10) |
Resources
| Life | -57/468 |
| Hate | 100/100 |
| Healing Factor | 1.3 |
| Regeneration | 3.445 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 54 |
| Accuracy | 18 |
| Crit Chance | 16% |
| APR | 7 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30.85 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | -2.2834645986812 (30%) |
| Defense | 9.25 |
| Ranged Defense | 9.25 |
| Fatigue | 8 |
| Physical Save | 31.6375 |
| Spell Save | 20.9375 |
| Mental Save | 26.7875 |
Defense: Resistances
| All | + 4%( 70%) |
Defense: Immunities
| Silence Resistance | 5% |
| Confusion Resistance | 29% |
| Fear Resistance | 37% |
| Stun Resistance | 60% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 37% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 7 for 8 turns. While Heroism is active, you will only die when reaching -346 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 262 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Stalk |
| talent | Gloom |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.0)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +9% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: When you are confused, any foe that hits you or that you hit in melee becomes confused. Power 4+: Mania: Any time you lose more than 18.7% of your life over a single turn, the remaining cooldown of one of your talents is reduced by 1. |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| beneficial effect | Stalking Vemal the Bringer of Doom. Bonus level 1: +9 attack, +7% melee damage, +0.50 hate/turn prey was hit. Stalking 363/902 +1 |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.0): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 25% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +5 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Suffocate: Your touch instills a horror that suffocates any weak, non-elite foe that hits you or that you hit in melee. At 3 levels below yours they lose 16 air and an additional 7 air for each level below that. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (slow effects, hateful whispers, and summoned Terrors) for 8 turns. This chance grows each time you are struck but fades over time. |
| detrimental effect | The target has been splashed with acid, taking 9.05 acid damage per turn, reducing armour by 14 and attack by 12. Acid Splash |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.0)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Corpselight: Each death you cause leaves behind a trace of itself, an eerie light of radius 4. Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | The target is on fire, taking 6.53 fire damage per turn. Burning |
| detrimental effect | The target is infected by a disease, reducing its constitution by 6 and doing 14.13 blight damage per turn. Rotting Disease |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 Willpower by +1. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Willpower by +1. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Manatostir (Madness) (0 def, 3 armour) Manatostir (Madness) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Effects on melee hit: * 15% chance to corrode armour Changes stats: +2 Cun / +2 Con Changes damage: +6% mind / +12% acid Physical save: +10 (+5 eff.) Mental save: +11 (+6 eff.) Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Issydor the Curebender Issydor the CurebenderCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes resistances: +3% blight Silence immunity: +5% Only die when reaching: -40.00 life Light radius: +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | bladed iron helm of strength (+6) (Corpses) (0 def, 3 armour) bladed iron helm of strength (+6) (Corpses) (0 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Damage when hit (Melee): 5 physical Changes stats: +6 Str Curse of Corpses It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.5 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power and chance increase with your Dexterity and Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
| On fingers | titan's copper ring of lightning (+24%) titan's copper ring of lightning (+24%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% lightning Changes damage: +12% lightning Physical save: +4 (+2 eff.) Rings can have magical properties. |
| On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Fatigue: -2% Changes resistances: +24% lightning / +32% cold Changes resistances penetration: +5% fire Changes damage: +12% lightning / +16% cold Stun/Freeze immunity: +23% Life regen: +1.50 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Girdle of the Calm Waters (Nightmares) Girdle of the Calm Waters (Nightmares)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% Curse of Nightmares A belt rumoured to have been worn by the Conclave healers. |
| In main hand | plaguebringer's steel greatsword of crippling (Nightmares) (23.5-37.6 power, 2 apr) plaguebringer's steel greatsword of crippling (Nightmares) (23.5-37.6 power, 2 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 23.5 - 37.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 2). On weapon hit: * 10% chance to disease On weapon crit: * cripple the target Damage (Melee): +13 blight When wielded/worn: Physical crit. chance: +9.0% Disease immunity: +14% Curse of Nightmares Massive two-handed swords. |
| On hands | Salamima the hardened leather gloves (Madness) (0 def, 2 armour) Salamima the hardened leather gloves (Madness) (0 def, 2 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Armour: +2 Changes stats: +3 Cun Changes resistances: +8% darkness Changes resistances penetration: +10% acid Changes damage: +6% mind Infravision radius: +2 Curse of Madness It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | marauder's cured leather armour of lightning resistance (Corpses) (6 def, 4 armour) marauder's cured leather armour of lightning resistance (Corpses) (6 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+6 eff.) Fatigue: +7% Changes stats: +4 Str / +3 Dex Changes resistances: +17% lightning Physical save: +6 (+3 eff.) Curse of Corpses A suit of armour made of leather. |
| Cloak | Purewire the cashmere cloak (Nightmares) (2 def, 0 armour) Purewire the cashmere cloak (Nightmares) (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Damage when hit (Melee): 4 nature Changes resistances: +6% darkness / +9% nature Maximum life: +36.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | restful copper amulet of strength (+2) restful copper amulet of strength (+2)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +2 Str Life regen: +0.90 Amulets can have magical properties. |
Inventory
Rune of Reflection (absorb and reflect 165 for 5 turns) Rune of Reflection (absorb and reflect 165 for 5 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. The effect will scale with your magic stat. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. You can see your own image mirrored in the surface of this silvery rune. |
Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
starlit steel amulet of willpower (+4) starlit steel amulet of willpower (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +12% light / +11% darkness Blindness immunity: +24% Amulets can have magical properties. |
Phoenixqueller the copper ring Phoenixqueller the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 12 fire Changes resistances: +20% nature Changes damage: +10% nature / +6% mind Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Betyldamissra the dwarven-steel battleaxe (Corpses) (32.5-48.75 power, 2 apr) Betyldamissra the dwarven-steel battleaxe (Corpses) (32.5-48.75 power, 2 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 32.5 - 48.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +10 (+10 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +12% fire Disarm immunity: +31% Curse of Corpses Massive two-handed battleaxes. |
Lightblood (Madness) (34.5-51.75 power, 2 apr) Lightblood (Madness) (34.5-51.75 power, 2 apr)Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 34.5 - 51.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% Damage (Melee): +26 mind Burst (radius 2) on crit: +4 light When wielded/worn: Maximum psi: +10.00 Mental crit. chance: +1% Curse of Madness It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Massive two-handed battleaxes. |
acidic iron battleaxe of daylight (Nightmares) (14.5-21.75 power, 1 apr) acidic iron battleaxe of daylight (Nightmares) (14.5-21.75 power, 1 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Base power: 14.5 - 21.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +4.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +7 light Damage against: +9% Undead Curse of Nightmares Massive two-handed battleaxes. |
Cyryth (Misfortune) (12-15.6 power, 6 apr) Cyryth (Misfortune) (12-15.6 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Str, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * cripple the target Damage (Melee): +8 cold When wielded/worn: Physical crit. chance: +4.0% Changes stats: +2 Str / +1 Wil Maximum hate: +2.00 Curse of Misfortune Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. acidic steel dagger of projection (Corpses) (10-13 power, 6 apr)acidic steel dagger of projection (Corpses) (10-13 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 10.0 - 13.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 mind / +4 acid Curse of Corpses It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling iron dagger of massacre (Nightmares) (14-18.2 power, 5 apr)chilling iron dagger of massacre (Nightmares) (14-18.2 power, 5 apr) Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 14.0 - 18.2 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 cold Curse of Nightmares Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steel dagger of crippling (Madness) (12-15.6 power, 6 apr)steel dagger of crippling (Madness) (12-15.6 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +5.0% Curse of Madness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. warbringer's stralite dagger of crippling (Madness) (29.5-38.35 power, 9 apr)warbringer's stralite dagger of crippling (Madness) (29.5-38.35 power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.5 - 38.4 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +6.0% Physical power: +8 (+3 eff.) Changes stats: +1 Con Changes resistances penetration: +5% physical Disarm immunity: +15% Curse of Madness Sharp, short and deadly. |
Bill's Tree Trunk (Madness) (30-51 power, 7 apr) Bill's Tree Trunk (Madness) (30-51 power, 7 apr)Requires: - Strength 25 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 30.0 - 51.0 Uses stat: 130% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +7 Physical crit. chance: +1.5% Attack speed: 100% When wielded/worn: Curse of Madness It can be used to activate talent Shattering Blow (costing 20 power out of 20/20) : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Hits the target with your weapon, doing 118% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
thought-forged iron greatmaul of massacre (Madness) (28-42 power, 1 apr) thought-forged iron greatmaul of massacre (Madness) (28-42 power, 1 apr)Requires: - Strength 11 Crafted by a master Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 28.0 - 42.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc This weapon will act as a psionic focus. Armour Penetration: +1 Physical crit. chance: +0.5% Attack speed: 100% On weapon hit: * 16% chance to cause random gloom Damage (Melee): +9 mind When wielded/worn: Changes stats: +2 Cun / +3 Wil Curse of Madness Massive two-handed mauls. |
acidic dwarven-steel greatsword of daylight (Corpses) (38-60.8 power, 2 apr) acidic dwarven-steel greatsword of daylight (Corpses) (38-60.8 power, 2 apr)Requires: - Strength 24 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 38.0 - 60.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +10 acid / +9 light Damage against: +20% Undead Curse of Corpses Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. steel greatsword (Nightmares) (22.5-36 power, 2 apr)steel greatsword (Nightmares) (22.5-36 power, 2 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 22.5 - 36.0 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Curse of Nightmares Massive two-handed swords. |
Serpent's Glare (Misfortune) (7-7.7 power, 15 apr, nature damage) Serpent's Glare (Misfortune) (7-7.7 power, 15 apr, nature damage)Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 30% Wil, 10% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +15 Physical crit. chance: +7.0% Attack speed: 100% Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Curse of Misfortune It can be used to activate talent Spit Poison (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 193.44 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
mossy mindstar 'Belithra' (Nightmares) (2.5-2.75 power, 12 apr, mind damage) mossy mindstar 'Belithra' (Nightmares) (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 4 blight / 8 arcane Mindpower: +5 (+2 eff.) Mental crit. chance: +1% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. resonating vined mindstar of sand (Misfortune) (5-5.5 power, 18 apr, mind damage)resonating vined mindstar of sand (Misfortune) (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. This mindstar will resonate with other psionic mindstars. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 physical Changes resistances: +3% mind / +6% physical Changes resistances penetration: +4% mind / +5% physical Changes damage: +2% mind / +6% physical Psi when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Damage Resonance (when hit): +8% Curse of Misfortune It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Skullcleaver (Shrouds) (20-28 power, 4 apr) Skullcleaver (Shrouds) (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight Curse of Shrouds A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. balanced steel waraxe (Misfortune) (12.5-17.5 power, 3 apr)balanced steel waraxe (Misfortune) (12.5-17.5 power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% When wielded/worn: Accuracy: +7 (+4 eff.) Defense: +5 (+5 eff.) Disarm immunity: +23% Curse of Misfortune One-handed war axes. |
blazebringer's iron waraxe of amnesia (Shrouds) (13-18.2 power, 2 apr) blazebringer's iron waraxe of amnesia (Shrouds) (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 13.0 - 18.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown Burst (radius 2) on crit: +6 fire When wielded/worn: Changes resistances penetration: +6% fire Global speed: +1% Curse of Shrouds One-handed war axes. |
enveloping linen cloak (Shrouds) (6 def, 0 armour) enveloping linen cloak (Shrouds) (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of battle (Misfortune) (1 def, 0 armour) linen cloak of battle (Misfortune) (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+1 eff.) Fatigue: -3% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Starworm the woollen robe (Shrouds) (0 def, 0 armour) Starworm the woollen robe (Shrouds) (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 30% chance to blind * 10% chance to gain 10% of a turn Changes resistances: +13% mind / +6% temporal / +16% light / +30% darkness Changes damage: +11% light / +10% darkness Physical save: +11 (+6 eff.) Spell save: +11 (+6 eff.) Mental save: +22 (+11 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. Curse of Shrouds A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. woollen robe of life (Nightmares) (0 def, 0 armour)woollen robe of life (Nightmares) (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +6% blight Life regen: +2.30 Maximum life: +44.00 Healing mod.: +10% Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Emurewe the pair of iron boots (Madness) (11 def, 3 armour) Emurewe the pair of iron boots (Madness) (11 def, 3 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +11 (+11 eff.) Fatigue: +2% Changes stats: +2 Str Maximum stamina: +5.00 Curse of Madness It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit allows you to see attacks before they land, granting you a 22% chance to completely evade them and granting you 9 defense for 11 turns. Duration increases with Willpower, and chance to evade and defense with Cunning and Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of uncanny dodging (Misfortune) (2 def, 1 armour) scholar's pair of rough leather boots of uncanny dodging (Misfortune) (2 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +2 (+2 eff.) Ranged Defense: +3 (+3 eff.) Fatigue: +1% Spellpower: +3 (+3 eff.) Curse of Misfortune A pair of boots made of leather. |
rough leather gloves of strength (+2) (Corpses) (0 def, 1 armour) rough leather gloves of strength (+2) (Corpses) (0 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +1 Changes stats: +2 Str Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
augmenting linen wizard hat of knowledge (Nightmares) (1 def, 0 armour) augmenting linen wizard hat of knowledge (Nightmares) (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 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes damage: +5% acid / +4% cold / +4% fire / +4% arcane / +4% lightning Mindpower: +4 (+2 eff.) Curse of Nightmares A pointy cloth hat, very wizardly... |
stabilizing rough leather cap (Madness) (0 def, 1 armour) stabilizing rough leather cap (Madness) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Physical save: +11 (+6 eff.) Curse of Madness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. cured leather armour of the deep (Nightmares) (2 def, 6 armour)cured leather armour of the deep (Nightmares) (2 def, 6 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +7% Changes resistances: +5% acid / +7% cold Allows you to breathe in: water Curse of Nightmares A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating drakeskin leather armour of fire resistance (Madness) (5 def, 8 armour)rejuvenating drakeskin leather armour of fire resistance (Madness) (5 def, 8 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +8 Defense: +5 (+5 eff.) Fatigue: +8% Changes resistances: +15% fire Life regen: +4.00 Stamina each turn: +0.90 Curse of Madness A suit of armour made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. iron pickaxe of quickening (dig speed 30 turns)iron pickaxe of quickening (dig speed 30 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity bright brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Light radius: +5 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
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 after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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 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. |
Ulfozor the Dawnwish [power 105] (20/5 cooldown) Ulfozor the Dawnwish [power 105] (20/5 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Changes resistances: +6% acid / +3% cold / +3% blight Changes damage: +6% light It can be used to fire a blast of psionic energies in a range 8 beam (dam 52-105), putting all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of psychoportation [power 22] (20/20 cooldown) quick steel torque of psychoportation [power 22] (20/20 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to teleport randomly (rad 22), putting all charms on cooldown for 20 turns. Torques are made by powerful psionics to store psionic powers. |
Cold Iron Acorn Cold Iron AcornInfused by psionic forces 0.00 Encumbrance. [Plot Item] Type: misc / trinket ; tier 1 When carried: Changes resistances: +30% mind Changes damage: +12% physical Movement speed: +20% A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon 2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By Gwi the Higher Cursed level 10
9th Mirth 122nd year of Ascendancy at 09:58 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Gwi the Higher Cursed level 12
14th Dusk 122nd year of Ascendancy at 17:15 see stats
That was close
Killed your target while having only 1 life left.By Gwi the Higher Cursed level 12
14th Dusk 122nd year of Ascendancy at 07:32 see stats
The Arena
Unlocked Arena mode.By Gwi the Higher Cursed level 8
6th Mirth 122nd year of Ascendancy at 10:16 see stats
The secret city
Discovered the truth about mages.By Gwi the Higher Cursed level 11
7th Flare 122nd year of Ascendancy at 16:23 see stats
Log
Skeleton warrior shrugs off the effect 'Confused'!
Gwi hits Skeleton warrior for 56 physical, (slow 30%), (56 total damage).
Gwi is no longer rampaging.
Ghoul is stunned with fear!
Acid Splash from Vemal the Bringer of Doom hits Gwi for 9 acid damage.
Rotting Disease from Ghoul hits Gwi for 8 blight damage.
Vemal the Bringer of Doom casts Draining Assault.
You fight through the pain! (+2 hate)
Gwi is on fire!
Your hatred grows even as your life fades! (+7 hate)
Vemal the Bringer of Doom steals life from Gwi!
Vemal the Bringer of Doom hits Gwi for 71 physical, 10 light, 9 fire, 83 physical, 10 light, 9 fire (192 total damage).
Gwi hits Vemal the Bringer of Doom for 16 healing, 2 healing, 2 physical, 5 blight, 2 nature, 2 healing, 18 healing, 2 healing, 2 physical, 5 blight, 2 nature, 2 healing (17 total damage) [42 healing].
Ghoulking hits Gwi for 8 physical damage.
Ghoul hits Gwi for 4 physical damage.
Wretchling's acid area effect hits Ghoulking for 13 acid damage.
Wretchling's acid area effect hits Skeleton warrior for 13 acid damage.
Wretchling's acid area effect hits Vemal the Bringer of Doom for 0 acid damage.
Wretchling's acid area effect hits Ghoul for 13 acid damage.
Wretchling's acid area effect hits Gwi for 13 acid damage.
Gwi hits Ghoulking for 2 physical, 7 blight, 2 nature (11 total damage).
Gwi hits Ghoul for 2 physical, 5 blight, 2 nature (9 total damage).
Gwi hits Skeleton warrior for 40 physical, 6 blight, , (slow 30%), (46 total damage).
Ghoulking moves reluctantly!
Acid Splash from Vemal the Bringer of Doom hits Gwi for 9 acid damage.
Burning from Vemal the Bringer of Doom hits Gwi for 6 fire damage.
Rotting Disease from Ghoul hits Gwi for 3 blight damage.
Your hatred grows even as your life fades! (+4 hate)
Saving game...
