











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 | 
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons: 
 A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
 Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Auto-self-cast Arcane Eye 1.5.0Automatically cast Arcan Eye on self when enemies are not visible and it's at level 4+ and it's not active Steam Witch 1.5.10Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms. Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights: Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun.  Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration). 
 Requires Embers of Rage to play. Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638 Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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:
 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 Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect: 
 Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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 | Nightmare Adventure | 
| Sex | Female | 
| Race | Cornac | 
| Class | Sun Paladin | 
| Level / Exp | 20 / 83% | 
| Size | medium | 
| Lifes / Deaths | Killed by Lady Zoisla the Tidebringer at level 4 on the 77th Pyre 122nd year of Ascendancy at 09:460 / 7 Killed by Eilinigabeth the hornet swarm at level 17 on the 9th Haze 122nd year of Ascendancy at 12:48 Killed by naga myrmidon at level 18 on the 30th Haze 122nd year of Ascendancy at 21:15 Killed by Isathra the entrenched horror at level 19 on the 31st Haze 122nd year of Ascendancy at 12:46 Killed by Weirdling Beast at level 19 on the 31st Haze 122nd year of Ascendancy at 19:19 Killed by Horned Horror at level 20 on the 38th Haze 122nd year of Ascendancy at 07:01 Killed by Horned Horror at level 20 on the 38th Haze 122nd year of Ascendancy at 08:20 | 
Primary Stats
| Strength | 47 (base 37) | 
| Dexterity | 13 (base 10) | 
| Constitution | 40 (base 29) | 
| Magic | 47 (base 33) | 
| Willpower | 20 (base 10) | 
| Cunning | 24 (base 10) | 
Resources
| Life | -123/697 | 
| Positive | 44/107 | 
| Stamina | 202/202 | 
| Healing Factor | 1.5722297605397 | 
| Regeneration | 31.680429674875 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | 0% | 
| Spell | 0% | 
| Global | +110.31638663509% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
Offense: Mainhand
| Damage | 77 | 
| Accuracy | 20 | 
| Crit Chance | 21% | 
| APR | 5 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed | 
Offense: Spell
| Spellpower | 33 | 
| Crit Chance | 16% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 21 | 
| Crit Chance | 5% | 
| Speed | 1 | 
Offense: Damage Bonus
| Acid | +9% | 
| Light | +21% | 
| Nature | +11% | 
| Darkness | +6% | 
| Arcane | +3% | 
| Mind | +6% | 
| All | 0% | 
Offense: Damage Penetration
| Physical | +12% | 
| Light | +20% | 
| Mind | +35% | 
Defense: Base
| Armour (hardiness) | 19 (30%) | 
| Defense | 28 | 
| Ranged Defense | 28 | 
| Fatigue | 20 | 
| Physical Save | 36 | 
| Spell Save | 35 | 
| Mental Save | 24 | 
Defense: Resistances
| Acid | + 31%( 70%) | 
| Blight | + 28%( 70%) | 
| Cold | + 20%( 70%) | 
| All | + 6%( 70%) | 
| Darkness | + 20%( 70%) | 
| Light | + 70%( 70%) | 
| Temporal | + 9%( 70%) | 
| Mind | + 13%( 70%) | 
| Fire | + 21%( 70%) | 
| Nature | + 29%( 70%) | 
Defense: Immunities
| Disarm Resistance | 32% | 
| Teleport Resistance | 20% | 
| Confusion Resistance | 21% | 
| Silence Resistance | 23% | 
| Stun Resistance | 22% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 54% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0Infusion: Regeneration Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. | 
| Runes | Effective talent level: 1.0Rune: Shatter Afflictions Use mode: Activated Range: melee/personal Cooldown: 16 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 23 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. | 
| Infusions | Effective talent level: 1.0Infusion: Healing Use 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 instantly heal yourself for 84 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. | 
Class Talents
| Celestial / Guardian | 1.30 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Celestial / Sun | 1.30 | 
| 
 | 4/5 | 
| 
 | 1/5 | 
| 
 | 4/5 | 
| 
 | 0/5 | 
| Technique / Combat veteran | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Celestial / Combat | 1.30 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Shield offense | 1.00 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 0/5 | 
| Celestial / Radiance | 1.30 | 
| 
 | 3/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| Technique / Two-handed assault | 1.00 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
Generic Talents
| Race / Parasite | 1.00 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| 
 | 0/5 | 
| 
 | 0/5 | 
| Technique / Combat training | 1.00 | 
| 
 | 2/5 | 
| 
 | 3/5 | 
| 
 | 0/5 | 
| 
 | 1/5 | 
| 
 | 5/5 | 
| 
 | 0/5 | 
| Celestial / Chants | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
| Celestial / Light | 1.30 | 
| 
 | 2/5 | 
| 
 | 1/5 | 
| 
 | 1/5 | 
| 
 | 2/5 | 
Effects
Quests
| You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair.Escort: lone alchemist (level 2 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair.Escort: lost defiler (level 3 of Norgos Lair) As a reward you improved Magic by +5. | done | 
| You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves.Escort: repented thief (level 2 of Scintillating Caves) As a reward you improved talent Lacerating Strikes (+1 level(s)). | done | 
| You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire.Hidden treasure It 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 darkness The 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 | 
| Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late.Serpentine Invaders Locate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active | 
| You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center.Sher'Tul Fortress With one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active | 
| As you approached Derth you saw a huge dark cloud over the small town.Storming the city When you entered you were greeted by an army of air elementals slaughtering the population. | active | 
| Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid.The Brotherhood of Alchemists Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' 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 vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active | 
| You were asked to prove your worth as a fighter by a rogue, in order to participate in the arenaThe 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 within 7 lumberjacks have died. | done | 
Equipment
| On feet |  Daysaw (0 def, 1 armour) 2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid +3% light +6% darkness Res.pen +5% light ----- def ----- Armour +1 Resists +3% light +6% acid Silence- +23% Confus- +21% Stun/Frz- +22% A pair of boots made of leather. | 
| Light source |  Durostir 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +20% mind ----- def ----- Resists +3% blight +3% temporal +9% light Max.HP +41.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
| On head | Fanged CollarFanged Collar 0.0 T4 head armor [Unique] It's a head... but is it yours? | 
| On hands |  Liserenne the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Str +4 Mag +6 Wil +3 Con dps ---------- Dmg.mod +3% arcane +6% mind Res.pen +15% mind ----- def ----- Armour +2 Disarm- +32% ---------- misc Vim/s.crit +2.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
| Tool |  Infernoquarry (dig speed 19 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +12% physical Melee Ret 4 fire ----- def ----- Defense +5 (+3 eff.) Max.HP +20.00 Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
| On fingers |  savior's steel ring of light (+24%) 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Phys.save +7 (+3 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! | 
| On fingers |  Alonik the copper ring 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Str +5 Wil +3 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +11% nature On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +22% nature +6% fire Spell.save +6 (+3 eff.) Rings make your fingers look great! | 
| Around neck |  Fanged Collar 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+6 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. | 
| In main hand |  arcing stralite waraxe of erosion (33-46 power, 5 apr) 3.0 T4 waraxe 1H weapon [Ego] Arcane/Nature Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +9 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage One-handed war axes. | 
| Around waist |  Arassra the Splendourzephyr 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +6% light Against +18% Summoned Melee Ret 6 light ----- def ----- Resists +6% blight +3% light +3% nature D.Red.from +18% Summoned A belt that goes around your waist. | 
| In off hand |  Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. | 
| Cloak |  Radiancegrind (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Res.pen +15% light Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 28% ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +3% light ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
| Main armor |  Chamefang the drakeskin leather armour (20 def, 8 armour) 9.0 T5 light armor [Random Unique] Nature/Psionic While equipped: Stats +3 Dex +2 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +8 Defense +20 (+10 eff.) Fatigue +8% Resists +8% mind Mind.save +14 (+7 eff.) Max.HP +122.00 HP.reg +19.90 Heal.mod +35% ---------- misc Stam/turn +2.00 Max.stam +20.00 A suit of armour made of leather. | 
Inventory
|  shatter afflictions rune of the psychic (absorb 50; cd 21) 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 50 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions | 
|  Withering Orbs 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... | 
|  grounding copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +25% Amulets make your neck look great! | 
|  grounding copper amulet 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! | 
|  Scorchwreath 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% fire Melee Ret 4 arcane ----- def ----- Resists +20% lightning +9% mind Rings make your fingers look great! | 
|  copper ring of blight (+10%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Resists +10% blight Rings make your fingers look great! | 
|  copper ring of corrosion (+20%) 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +20% acid Rings make your fingers look great! | 
|  marksman's copper ring of sensing 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! | 
|  rogue's copper ring of light (+20%) 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +6 (+3 eff.) Resists +20% light Rings make your fingers look great! | 
|  marksman's steel ring of power 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+4 eff.) Acc +6 (+3 eff.) Rings make your fingers look great! | 
|  Gleamobsidian (10-12 power, 2 apr, arcane element) 5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+2 eff.) Dmg.mod +10% arcane Res.pen +5% light +15% fire On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +3% lightning Spell.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. | 
|  acidic dwarven-steel longsword of erosion (21-29 power, 4 apr) 3.0 T3 longsword 1H weapon [Ego] Arcane/Nature Power 21.0 - 29.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 Sharp, long, and deadly. | 
|  arcing iron mace of paradox (13-18 power, 2 apr) 3.0 T1 mace 1H weapon [Ego] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +5 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 57 damage While equipped: ----- def ----- Resists +7% temporal Blunt and deadly. | 
|  iron mace of amnesia (14-19 power, 2 apr) 3.0 T1 mace 1H weapon [Ego+] Psionic Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Blunt and deadly. | 
|  iron mace of phasing (14-19 power, 8 apr) 3.0 T1 mace 1H weapon [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +0.5% Atk.spd 100% Phasing +10% Blunt and deadly. | 
|  flaming steel waraxe of massacre (18-24 power, 3 apr) 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire One-handed war axes. | 
|  Olenik (40-56 power, 6 apr) 3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +4 acid On Hit.r1 +12 blight On Crit.r2 +12 acid On Hit: 20% Curse of Impotence 5 On Crit: * Splash the target with acid dealing 95 damage over 5 turns and reducing armor and accuracy by 12 While equipped: dps ---------- Phys.crit +10.0% Crit.mult +25.00% Apr +11 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 18 ----- def ----- Resists +6% blight One-handed war axes. | 
|  Silent Blade (25-32 power, 10 apr) 1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+5 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. | 
|  reinforced iron shield of lightning resistance (+16%) (0 def, 3 armour, 8-10 power, 43 block) 7.0 T1 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 8.5 - 10.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +43 While equipped: ----- def ----- Armour +3 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. | 
|  reinforced voratun shield of fire resistance (+24%) (0 def, 11 armour, 68-81 power, 222.5 block) 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego] Master When used to Attack: Power 67.5 - 81.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +222 While equipped: ----- def ----- Armour +11 Fatigue +8% Resists +24% fire ---------- misc Talents +1 Block Handheld deflection devices. | 
|  Robes of Deflection (0 def, 7 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: Stats +3 Con +3 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +7 Hardiness +30% Resists +7% all On Spell Hit: 4% Evasion 1 This set of robes seems to shine with metallic colors. | 
|  rejuvenating steel plate armour of the deep (0 def, 11 armour) 17.0 T2 massive armor Reqs Massive armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% acid +8% cold HP.reg +2.20 ---------- misc Stam/turn +0.70 Breathe water A suit of armour made of metal plates. | 
|  Bokurath 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Cun +1 Mag dps ---------- Spell.pwr +2 (+1 eff.) Apr +4 Melee Ret 2 physical ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.stam +30.00 A belt that goes around your waist. | 
|  Islemira the Dusksorrow (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Spell.save +6 (+3 eff.) ---------- misc Mana/turn +0.08 Max.mana +41.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Zanerogrim (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +3% Dmg.mod +3% mind Res.pen +5% arcane +10% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 28% ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. | 
|  Serpentine Cloak (20 def, 0 armour) 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+10 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. | 
|  Sludgegrip (0 def, 0 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. | 
|  sand rough leather gloves (0 def, 7 armour) 1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +3% physical ----- def ----- Armour +7 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. | 
|  grounding iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  iron helm of constitution (+2) (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. | 
|  Steel Helm of Garkul (0 def, 6 armour) 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. | 
|  9 agate 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  7 spinel 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  3 ametrine 0.0 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. | 
|  6 citrine 0.0 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. | 
|  2 zircon 0.0 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. | 
|  7 aquamarine 0.0 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. | 
|  opal 0.0 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. | 
|  7 topaz 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. | 
|  2 amethyst 0.0 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. | 
|  2 onyx 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. | 
|  2 emerald 0.0 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. | 
|  2 quartz 0.0 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. | 
|  jade 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. | 
|  Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. | 
|  165 alchemist agate 0.0 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. | 
|  brass lantern 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  brass lantern 'Arigawyn' 2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% Apr +3 Melee Ret 12 fire ----- def ----- Armour +2 Resists +5% fire ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. | 
|  bright brass lantern of clarity 2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +5 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. | 
|  Branurand the iron pickaxe (dig speed 40 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Cun +1 Con dps ---------- Melee Ret 6 mind ----- def ----- Fatigue -5% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Duvolar the Wretchoblivion (dig speed 18 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% nature Res.pen +5% darkness Melee Ret 2 nature 6 darkness On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Max.HP +20.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe 'Frozentaint' (dig speed 38 turns) 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex +3 Wil +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +3% cold ---------- misc See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  iron pickaxe of endurance (dig speed 40 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. | 
|  Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. | 
|  Scrying Orb 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. | 
|  Transmogrification Chest 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. | 
|  Rod of Recall (1/1) 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. | 
|  Polylralaith the Shiverzeal [power 116]  (15 cooldown) 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +10 (+5 eff.) Resists +5% arcane +3% nature Die.at -20.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. | 
Achievements
 Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.
			Curse Lifter (Nightmare (Adventure) difficulty)
			Killed Ben Cruthdar the Cursed.By Ananee the Cornac Sun Paladin level 12
9th Flare 122nd year of Ascendancy at 04:52 see stats
 Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.
			Exterminator (Nightmare (Adventure) difficulty)
			Killed 1000 creatures.By Ananee the Cornac Sun Paladin level 20
37th Haze 122nd year of Ascendancy at 00:48 see stats
 Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.
			Level 10 (Nightmare (Adventure) difficulty)
			Got a character to level 10.By Ananee the Cornac Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 07:58 see stats
 Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.
			Level 20 (Nightmare (Adventure) difficulty)
			Got a character to level 20.By Ananee the Cornac Sun Paladin level 20
35th Haze 122nd year of Ascendancy at 14:20 see stats
 Lost in translation (Nightmare (Adventure) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.
			Lost in translation (Nightmare (Adventure) difficulty)
			Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Ananee the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 09:20 see stats
 That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.
			That was close (Nightmare (Adventure) difficulty)
			Killed your target while having only 1 life left.By Ananee the Cornac Sun Paladin level 18
30th Haze 122nd year of Ascendancy at 14:12 see stats
 The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.
			The Arena (Nightmare (Adventure) difficulty)
			Unlocked Arena mode.By Ananee the Cornac Sun Paladin level 8
3rd Mirth 122nd year of Ascendancy at 21:06 see stats
 Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.
			Treasure Hunter (Nightmare (Adventure) difficulty)
			Amassed 1000 gold pieces.By Ananee the Cornac Sun Paladin level 18
29th Haze 122nd year of Ascendancy at 19:46 see stats
Log
Ananee is dazed!
Searing Sight hits Horned Horror for (1 flat reduction), 0 light (0 total damage).
Ananee misses Horned Horror.
Horned Horror throws two quick punches.
Ananee is not dazed anymore.
Horned Horror casts Chain Lightning.
Horned Horror damages himself through Martyrdom!
Ananee hits Horned Horror for (7 flat reduction), 0 physical, (1 flat reduction), 0 lightning, (8 flat reduction), 0 physical, (1 flat reduction), 0 lightning, (5 flat reduction), 0 lightning (0 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (7 flat reduction), 0 light, (2 flat reduction), 0 fire, (2 flat reduction), 0 acid, (7 flat reduction), 0 light, (2 flat reduction), 0 fire (0 total damage).
Shield of Light hits Ananee for 10 healing, 10 healing, 10 healing, 10 healing, 10 healing (0 total damage) [50 healing].
Horned Horror hits Ananee for 137 physical, 20 lightning, 155 physical, 20 lightning, 97 lightning (427 total damage).
Talent Judgement is ready to use.
Talent Sun Ray is ready to use.
Talent Bathe in Light is ready to use.
Talent Providence is ready to use.
Searing Sight hits Horned Horror for (5 flat reduction), 0 light (0 total damage).
Ananee casts Sun Ray.
Horned Horror resists the blinding light!
Ananee hits Horned Horror for (22 flat reduction), 39 light (39 total damage).
Horned Horror lashes out with a flurry of fists.
Horned Horror misses Ananee.
Horned Horror misses Ananee.
Horned Horror damages himself through Martyrdom!
Ananee hits Horned Horror for (10 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Horned Horror for (2 flat reduction), 0 acid, (9 flat reduction), 0 light, (2 flat reduction), 0 fire (0 total damage).
Ananee receives 10 healing from Shield of Light.
Horned Horror hits Ananee for 157 physical damage.
Ananee the level 20 cornac sun paladin was bled to death by Horned Horror and revived as a mindless horror on level 4 of The Maze.



















































