











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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Necromancer |
| Level / Exp | 27 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by Eilinutha the mean looking elven guard at level 27 on the 24th Shortage 122nd year of Ascendancy at 06:10 / 1 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 72 (base 58) |
| Willpower | 32 (base 13) |
| Cunning | 54 (base 49) |
Resources
| Life | -465/451 |
| Mana | 263/435 |
| Soul | 13/18 |
| Vim | 204/204 |
| Healing Factor | 1.1316586254954 |
| Regeneration | 5.9412077838511 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 50.401056917127 |
| See Invisible | 50.401056917127 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 5 |
| Crit Chance | 17% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +62% |
| Darkness | +9% |
| Light | +17% |
| All | +9% |
Offense: Damage Penetration
| Temporal | +15% |
| Darkness | +13% |
| Light | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 7 (30%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 4 |
| Physical Save | 41 |
| Spell Save | 51 |
| Mental Save | 51 |
Defense: Resistances
| Darkness | + 57%( 70%) |
| Light | + 30%( 70%) |
| Temporal | + 49%( 70%) |
| Fire | + 27%( 70%) |
| Cold | + 42%( 70%) |
| All | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 23% |
| Bleed Resistance | 20% |
| Confusion Resistance | 26% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 31 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 2.5 Rune: Acid WaveUse 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 unleash a cone dealing 163.28 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 3/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master of bones | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
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 lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Impotence (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by electric eel. Escort: lost warrior (level 2 of Trollmire) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 |
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 named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed xorn fragment. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed green worm. * You've found the needed pouch of faeros ash. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Chillire the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% cold Res.pen +13% darkness +15% temporal ----- def ----- Armour +4 Fatigue +3% Resists +18% darkness +15% temporal Crit.chn- 10.00% Phys.save +6 (+2 eff.) Mind.save +12 (+4 eff.) Die.at -80.00 life Cut- +20% Def/telep +15 Res/telep +13% Dur/telep +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | void-walker's alchemist's lamp of the sun1.0 T3 lite [Ego++] Arcane While equipped: dps ---------- Dmg.mod +8% light ----- def ----- Resists +7% cold +8% darkness +6% temporal Affinity +5% light Def/telep +10 Res/telep +13% Dur/telep +12% ---------- misc Light +6 Sun Flare: Puts all charms on 23 cooldown Level 4.5 Pwr.cost 23 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 4, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 259.12 light damage. At talent level 3 you gain 42% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cinderweeper the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Spell.pwr +30 (+8 eff.) S.pwr/crit +2 ----- def ----- Armour +1 Fatigue +1% Resists +3% fire A cap made of leather. |
| Tool | Tundramaster the ash totem of stinging [power 206] (12 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +27% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +15% cold Sting an enemy dealing 225 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emelyldaba the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex +3 Mag dps ---------- Crit.mult +15.00% Melee Ret 4 arcane ----- def ----- HP.reg +5.00 Stun/Frz- +23% ---------- misc Equi/ret +0.04 Rings make your fingers look great! |
| On fingers | Hanavon the Blindspitter0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Spell.crit +6% S.pwr/crit +10 Res.pen +10% light ----- def ----- Spell.save +9 (+3 eff.) Mind.save +8 (+2 eff.) Confus- +26% ---------- misc Mana/turn +0.16 Rings make your fingers look great! |
| Around waist | noble's rough leather belt of magery1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +8 Wil +3 Cun dps ---------- Spell.crit +3% Against +19% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
| In main hand | cruel yew bonestaff of fate (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +18% Crit.mult +12.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ----- def ----- Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) ----- def ----- Armour +2 Resists +7% light +7% darkness ---------- misc Mana/turn +0.15 Infravis +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +18 light +23 darkness On Hit: 10% Elemental Bolt 3 Starfall: Puts all charms on 16 cooldown Level 2.5 Pwr.cost 16 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 129.42 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | focusing silk robe of power (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.pwr +14 (+4 eff.) Dmg.mod +9% all ----- def ----- Resists +13% all ---------- misc Mana/turn +0.14 Psi/turn +0.23 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +10% darkness +11% temporal Spell.save +6 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +12% ---------- misc Max.mana +43.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 28 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (173). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
Blazesever the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +12% acid +15% mind ---------- misc Masteries +0.22 Spell/Glacial waste Amulets make your neck look great! |
Dimrupture0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Res.pen +15% darkness ----- def ----- Resists +15% temporal +15% darkness +5% arcane Pinning- +29% Knockbk- +28% ---------- misc Max.vim +20.00 Amulets make your neck look great! |
Ereloregorach0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% lightning +11% mind +3% light Spell.save +3 (+1 eff.) Confus- +23% Amulets make your neck look great! |
restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -6% HP.reg +1.00 ---------- misc Mana/turn +0.15 Max.mana +21.00 Amulets make your neck look great! |
Durelathakan the Vipervenom0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Phys.crit +5.0% Dmg.mod +11% fire +9% nature +9% physical ----- def ----- Resists +2% physical +22% fire Die.at -60.00 life Rings make your fingers look great! |
Hellbreak0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Mind.pwr +25 (+11 eff.) Dmg.mod +6% mind Res.pen +5% fire Acc +7 (+7 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) ---------- misc Psi/ret +0.04 Max.psi +20.00 Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. 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 (+3 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. |
Unlightblur the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +3% light +15% darkness Res.pen +10% fire ----- def ----- Defense +4 (+2 eff.) Resists +9% darkness Rings make your fingers look great! |
conjurer's gold ring of luminosity0.1 T3 ring jewelry [Ego++] Arcane While equipped: Stats +5 Wil +8 Mag dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 15 light Ranged+ 22 light Dmg.mod +11% light Rings make your fingers look great! |
sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +8 (+8 eff.) Rings make your fingers look great! |
steel ring 'Tarroziladas'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Mag +6 Wil dps ---------- Mind.crit +3% Spell.pwr +6 (+2 eff.) Dmg.mod +9% mind Acc +9 (+9 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Spell.save +8 (+3 eff.) Disengage: Puts all charms on 8 cooldown Level 3.5 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 165% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of darkness (+22%) =+3con=0.1 T3 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Phys.save +6 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Str dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +10 Resists +22% lightning Rings make your fingers look great! |
Shocktouch4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +12 cold On Hit.r1 +12 nature +8 lightning On Crit.r2 +12 lightning While equipped: Stats +9 Str dps ---------- Phys.pwr +20 (+13 eff.) Res.pen +25% cold Melee Ret 8 nature 10 lightning Longbows are used to shoot arrows at your foes. |
thorny mindstar 'Stormfist' (10-11 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 10.0 - 11.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +20 temporal On Hit.r1 +8 mind While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 10 mind 11 darkness Dmg.mod +23% mind +7% darkness Res.pen +25% mind +15% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +15% mind ---------- misc Talents +1 Attune Mindstar 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. |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 4.5 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 248.21 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (496). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
greater elven-wood starstaff of power (25-30 power, 5 apr, light element)5.0 T4 staff 2H weapon [Ego+] Arcane 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 +4% Spell.pwr +28 (+7 eff.) Dmg.mod +25% physical +25% temporal +25% darkness +25% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Isludhema the Festerquick =+7 con=1.0 T3 belt armor [Rare] Psionic While equipped: Stats +7 Con +5 Wil dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to reduce armor by 43% ----- def ----- Resists +6% nature Crit.chn- 10.00% Mind.save +10 (+3 eff.) Max.HP +70.00 ---------- misc Light +3 A belt that goes around your waist. |
Hathegen the cashmere cloak (2 def, 0 armour) =+3con=2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +3 Dex +3 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% acid +9% nature +9% darkness Spell.save +9 (+3 eff.) ---------- misc Stam/turn +0.60 Infravis +2 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Velura the cashmere cloak (12 def, 8 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Wil +2 Con dps ---------- Res.pen +25% temporal +25% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +7% acid +9% temporal +8% cold +8% fire +8% lightning Crit.chn- 15.00% Phys.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yarukath (1 def, 0 armour) =light radius=2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Mag +3 Wil +2 Con ----- def ----- Defense +1 (+1 eff.) Crit.chn- 10.00% Max.HP +35.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
mindwoven woollen robe of lightning (+19%) (0 def, 0 armour) =lightning=2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +9% all Mind.save +19 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) =+4 con=2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +9% blight +11% all Max.HP +51.00 HP.reg +2.60 Heal.mod +10% Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nemanik the Nimbussmasher (0 def, 20 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Dex +4 Mag dps ---------- Melee Ret 10 lightning ----- def ----- Armour +20 Fatigue +3% Resists +6% lightning Die.at -60.00 life ---------- misc Stam/turn +3.00 Max.stam +20.00 Spell.cld 10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Zubyba (0 def, 1 armour) =+3 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +3 Dex +3 Con dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +9% mind ----- def ----- Armour +1 Fatigue -5% Resists +3% acid Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
undeterred pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +3 Silence- +24% Confus- +24% Stun/Frz- +27% Blink to a nearby random location (rad 9) Puts all charms on 19 cooldown A pair of boots made of leather. |
Gunoldil the cashmere wizard hat (2 def, 0 armour) =lightning=2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +13% lightning Res.pen +5% physical Acc +20 (+17 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning ---------- misc Stam/turn +1.00 A pointy cloth hat, very wizardly... |
Skypower the iron helm (0 def, 3 armour) =+6 con=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Mag +6 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +3 Fatigue +5% Resists +3% lightning Phys.save +11 (+4 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
wrathful stralite shield (0 def, 8 armour, 48-58 power, 146.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 On Crit.r2 +22 light +12 fire While equipped: dps ---------- On shield block: * Deals 177 light and fire damage to each enemy blocked ----- def ----- Armour +8 Fatigue +8% Resists +10% light +9% fire ---------- misc Talents +1 Block Handheld deflection devices. |
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. |
420 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. |
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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 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. |
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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Isygarin the dwarven-steel pickaxe (dig speed 15 turns) =+2 con=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +12 Dex +3 Cun +2 Con dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane ----- def ----- Armour +4 Defense +7 (+4 eff.) Resists +8% physical Crit.chn- 15.00% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Zubida the alchemist's lamp =+3con=1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +4 Wil +3 Con dps ---------- Dmg.mod +15% mind ----- def ----- Resists +8% blight HP.reg +10.00 ---------- misc Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 122% of the healing done. This effect scales with your Magic stat.. Uses 57 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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 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. |
Siladagawe [power 335] (12 cooldown)2.0 T4 torque charm [Rare] Psionic While equipped: Stats +7 Str +2 Wil +4 Con dps ---------- Melee Ret 10 blight ---------- misc Vim/s.crit +2.00 Max.mana +60.00 See.Invis +9 Blast the opponent's mind dealing 365 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 3 beneficial effects by 3. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
2 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. |
piercing yew wand of lightning storm [power 266] (12 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 57 lightning damage and will be dazed for 1 turn (289 total damage) Puts all charms on 12 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quick elven-wood wand of lightning storm [power 260] (9 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 56 lightning damage and will be dazed for 1 turn (283 total damage) Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing elven-wood wand of shielding [power 368] (16 cooldown)2.0 T4 wand charm [Ego] Arcane Create a shield absorbing up to 368 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to heal for 54. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
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. |
5 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. |
3 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. |
8 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 21
28th Wealth 122nd year of Ascendancy at 22:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 23
24th Loss 122nd year of Ascendancy at 10:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 10
3rd Acquisition 122nd year of Ascendancy at 17:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 20
15th Wealth 122nd year of Ascendancy at 01:12 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 21
40th Dearth 122nd year of Ascendancy at 05:36 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 21
20th Loss 122nd year of Ascendancy at 07:23 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 6
19th Voratun 122nd year of Ascendancy at 06:10 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 25
9th Shortage 122nd year of Ascendancy at 11:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 10
1st Profit 122nd year of Ascendancy at 15:02 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 13
8th Profit 122nd year of Ascendancy at 16:53 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 26
10th Shortage 122nd year of Ascendancy at 22:34 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By __DURIN_THE_TOTALY_DEATHL the Dwarf Necromancer level 17
1st Wealth 122nd year of Ascendancy at 07:14 see stats
Log
Xanareseda the mean looking elven guard deactivates Hymn of Shadows.
Eilinutha the mean looking elven guard uses Bleeding Edge.
Your shield crumbles under the damage!
The shield around __DURIN_THE_TOTALY_DEATHL crumbles.
Eilinutha the mean looking elven guard hits __DURIN_THE_TOTALY_DEATHL for (30 absorbed), 0 fire, (38 absorbed), (7 absorbed), 4 fire, (33 absorbed), 16 fire (20 total damage).
__DURIN_THE_TOTALY_DEATHL's Hiemal Shield hits Eilinutha the mean looking elven guard for 87 cold damage.
Melee retaliation hits Eilinutha the mean looking elven guard for 6 cold, 4 arcane (10 total damage).
Xanareseda the mean looking elven guard activates Chant of Resistance.
Xanareseda the mean looking elven guard deactivates Chant of Fortitude.
Xanareseda the mean looking elven guard activates Chant of Fortress.
Xanareseda the mean looking elven guard deactivates Chant of Resistance.
Xanareseda the mean looking elven guard casts Searing Light.
Xanareseda the mean looking elven guard's spell attains critical power!
__DURIN_THE_TOTALY_DEATHL deactivates Hiemal Shield.
Eilinutha the mean looking elven guard starts to bleed ice.
__DURIN_THE_TOTALY_DEATHL HEALS from light damage!
__DURIN_THE_TOTALY_DEATHL's desolate waste area effect hits Eilinutha the mean looking elven guard for 49 cold damage.
__DURIN_THE_TOTALY_DEATHL's desolate waste area effect hits Eilinutha the mean looking elven guard for 50 cold damage.
Xanareseda the mean looking elven guard's light area effect hits __DURIN_THE_TOTALY_DEATHL for 178 light, 14 healing (178 total damage) [14 healing].
Xanareseda the mean looking elven guard hits __DURIN_THE_TOTALY_DEATHL for (126 absorbed), 162 light, 27 healing (162 total damage) [27 healing].
Eilinutha the mean looking elven guard uses Telekinetic Smash.
Eilinutha the mean looking elven guard performs a melee critical strike against __DURIN_THE_TOTALY_DEATHL!
__DURIN_THE_TOTALY_DEATHL instinctively hardens his skin and ignores the attack!
__DURIN_THE_TOTALY_DEATHL repels an attack from Eilinutha the mean looking elven guard.
Eilinutha the mean looking elven guard's Beyond the Flesh hits __DURIN_THE_TOTALY_DEATHL for 171 fire, 29 fire, 29 fire (228 total damage).
Eilinutha the mean looking elven guard hits __DURIN_THE_TOTALY_DEATHL for 58 fire, 49 fire, 49 fire (156 total damage).
Melee retaliation hits Eilinutha the mean looking elven guard for 6 cold, 4 arcane, 6 cold, 4 arcane (19 total damage).
Frost Cut from __DURIN_THE_TOTALY_DEATHL hits Eilinutha the mean looking elven guard for 71 cold damage.
Xanareseda the mean looking elven guard's Corona hits __DURIN_THE_TOTALY_DEATHL for 29 darkness damage.
__DURIN_THE_TOTALY_DEATHL the level 27 dwarf necromancer was blazed to death by Eilinutha the mean looking elven guard on level 2 of Dark crypt.

























































































































