Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! 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.
Demon Seed Details 1.4.6This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. 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. Cloak Reminder 1.7.0Pops up a reminder if your undead character changes zones or uses the Rod of Recall while not wearing the Cloak of Deception. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Race/Class Locks 1.1.0Modifies 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: Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch 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 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Wanderer |
Level / Exp | 20 / 43% |
Size | big |
Lifes / Deaths | Killed by Elynor the dire wolf at level 8 on the 2nd Mirth 122nd year of Ascendancy at 16:05 / 2Killed by Xerulaith the gigantic gravity worm at level 20 on the 25th Haze 122nd year of Ascendancy at 05:06 |
Primary Stats
Strength | 35 (base 24) |
Dexterity | 24 (base 18) |
Constitution | 34 (base 20) |
Magic | 52 (base 30) |
Willpower | 32 (base 18) |
Cunning | 22 (base 22) |
Resources
Life | -73/645 |
Mana | 268/324 |
Stamina | 187/212 |
Positive | 68/107 |
Healing Factor | 1.285336564623 |
Regeneration | 12.470706044813 |
Speed
Mental | +15% |
Attack | +15% |
Movement | 0% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 22.531537443297 |
See Invisible | 22.531537443297 |
Offense: Mainhand
Damage | 43 |
Accuracy | 34 |
Crit Chance | 30% |
APR | 10 |
Speed | 0.87 |
Offense: Offhand
Damage | 18 |
Accuracy | 34 |
Crit Chance | 22% |
APR | 5 |
Speed | 0.87 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 5% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +9% |
Light | +20% |
Arcane | +3% |
Mind | +30% |
All | 0% |
Offense: Damage Penetration
Physical | +6% |
Acid | +6% |
Defense: Base
Armour (hardiness) | 18 (37.256769326918%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 32 |
Mental Save | 21 |
Defense: Resistances
Blight | + 16%( 70%) |
Arcane | + 12%( 70%) |
Mind | + 12%( 70%) |
All | + 7%( 70%) |
Lightning | + 9%( 70%) |
Light | + 35%( 70%) |
Physical | + 8%( 70%) |
Fire | + 24%( 70%) |
Cold | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 23% |
Confusion Resistance | 63% |
Disarm Resistance | 20% |
Knockback Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 176 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 90 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (advanced) | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.00 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.16 |
| 2/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Gloreda the orc soldier. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You failed to protect the lost tinker from death by shivgoroth. Escort: lost tinker (level 2 of Norgos Lair) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +5. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed electric eel tail. Stire of Derth has completed an elixir of avoidance without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * You've found the needed bear paw. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Equipment
On feet | Stokewrest the pair of rough leather boots (0 def, 5 armour) Stokewrest the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Con +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +24% mind Res.pen +6% physical ----- def ----- Armour +5 Resists +6% fire Crit.chn- 5.00% Confus- +20% Blindside: Puts all charms on 19 cooldown Level 3.0 Pwr.cost 19 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 14 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | rough leather cap 'Glorusewen' (0 def, 1 armour) =goodhelm= rough leather cap 'Glorusewen' (0 def, 1 armour) =goodhelm=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +8 Phasing +10% ----- def ----- Armour +1 Fatigue +1% Spell.save +9 (+4 eff.) Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 99.5 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
On hands | alchemist's hardened leather gloves of spellstriking (0 def, 2 armour) alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +8 (+3 eff.) Melee+ 5 acid 3 fire 4 cold 8 arcane 4 lightning Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +6% arcane 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 | soothing elm wand of shielding [power 110] (15/16 cooldown) soothing elm wand of shielding [power 110] (15/16 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Brandshine the copper ring Brandshine the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +3% acid +6% mind Melee Ret 8 mind 2 acid ----- def ----- Resists +3% fire Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 12 light Ranged+ 11 light Dmg.mod +10% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Mind.save +5 (+3 eff.) Max.HP +20.00 Disarm- +20% Confus- +23% Pinning- +23% Knockbk- +20% Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around neck | restful steel amulet of mastery (0.16 Technique / Combat training) restful steel amulet of mastery (0.16 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Masteries +0.16 Technique/Combat training Amulets make your neck look great! |
In main hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Nosin the rough leather belt Nosin the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +6% mind Crit.chn- 10.00% Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | elemental iron dagger (11-14 power, 5 apr) elemental iron dagger (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 71 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +6% acid Res.pen +6% acid Sharp, short and deadly. |
Cloak | cashmere cloak 'Malahor' (2 def, 6 armour) cashmere cloak 'Malahor' (2 def, 6 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +3% lightning +2% physical +6% cold Crit.chn- 5.00% Blind- +10% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | cured leather armour of alacrity (6 def, 4 armour) cured leather armour of alacrity (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
Inventory
ethereal rune (power 11; resist 20%; move 35%; dur 5; cd 19) ethereal rune (power 11; resist 20%; move 35%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 20% all resistance, you move 35% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 116; dur 4; cd 17) shielding rune of the sneak (absorb 116; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 116 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Shadowmortal the copper amulet Shadowmortal the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +3% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +3% darkness +9% acid ---------- misc Masteries +0.12 Wild-gift/Fungus Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3) warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
copper ring of fire (+22%) copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great! |
rogue's copper ring of lightning (+22%) rogue's copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +6 (+3 eff.) Resists +22% lightning Rings make your fingers look great! |
savior's copper ring of light (+20%) savior's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of tenacity warrior's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Max.HP +20.00 Disarm- +20% Pinning- +21% Knockbk- +20% Rings make your fingers look great! |
wizard's steel ring of perseverance wizard's steel ring of perseverance0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +2.00 Stun/Frz- +24% Rings make your fingers look great! |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 16 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 96.63 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+8 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Scaldkin' (10-13 power, 5 apr) iron dagger 'Scaldkin' (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 10.0 - 13.0 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: Stats +5 Cun ----- def ----- Resists +3% fire Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.04 Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing dwarven-steel waraxe of rage (22-31 power, 4 apr) arcing dwarven-steel waraxe of rage (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Acc +13 (+6 eff.) One-handed war axes. |
Mirak the Brandvein Mirak the Brandvein1.0 T1 belt armor [Rare] Arcane While equipped: Stats +6 Wil dps ---------- Mind.crit +1% Spell.pwr +3 (+1 eff.) Res.pen +15% fire ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Max.psi +30.00 A belt that goes around your waist. |
Gylevea the linen cloak (1 def, 0 armour) Gylevea the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +1 (+0 eff.) Resists +6% acid +1% physical Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering woollen robe of power (0 def, 0 armour) shimmering woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Dmg.mod +10% arcane +7% all ----- def ----- Resists +9% all ---------- misc Max.mana +31.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloomoracle (0 def, 3 armour) Gloomoracle (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Str +5 Con dps ---------- Dmg.mod +7% physical +3% nature +3% darkness Res.pen +10% darkness Melee Ret 6 darkness ----- def ----- Armour +3 Resists +15% nature ---------- misc Size +1 A pair of boots made of leather. |
pair of rough leather boots 'Areromirig' (0 def, 1 armour) pair of rough leather boots 'Areromirig' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Mind.pwr +10 (+5 eff.) On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Resists +9% acid Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) ---------- misc Max.hate +2.00 A pair of boots made of leather. |
pair of rough leather boots 'Rootraze' (0 def, 1 armour) pair of rough leather boots 'Rootraze' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Res.pen +5% nature +5% physical Melee Ret 2 physical ----- def ----- Armour +1 Resists +6% lightning +6% temporal +2% physical A pair of boots made of leather. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 38.75 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Ivylle (0 def, 2 armour) Ivylle (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +5 Str +2 Mag dps ---------- Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +6% darkness +7% cold Crit.chn- 15.00% Spell.save +3 (+1 eff.) ---------- misc See.Invis +3 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. |
Sludgegrip (0 def, 0 armour) 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 of dexterity (+2) (0 def, 6 armour) sand rough leather gloves of dexterity (+2) (0 def, 6 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 physical Dmg.mod +3% physical Acc +11 (+5 eff.) ----- def ----- Armour +6 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. |
cashmere wizard hat 'Chalirion' (2 def, 0 armour) =Stats= cashmere wizard hat 'Chalirion' (2 def, 0 armour) =Stats=2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +3 Wil +2 Cun +1 Con dps ---------- Dmg.mod +19% acid ----- def ----- Defense +2 (+1 eff.) Resists +19% acid ---------- misc See.Invis +6 A pointy cloth hat, very wizardly... |
rough leather cap 'Urthyroddagrim' (0 def, 1 armour) =waterbreathing= rough leather cap 'Urthyroddagrim' (0 def, 1 armour) =waterbreathing=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +5% Crit.mult +5.00% Res.pen +5% mind ----- def ----- Armour +1 Fatigue +1% Resists +6% mind +6% cold ---------- misc Breathe water A cap made of leather. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 19 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.09 to 117.26 lightning damage (78.17 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rough leather armour of lightning resistance (3 def, 2 armour) rough leather armour of lightning resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +17% lightning A suit of armour made of leather. |
windwalling steel shield of winter (0 def, 4 armour, 38 block) windwalling steel shield of winter (0 def, 4 armour, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil dps ---------- On shield block: * Deals 102 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +11% cold +11% physical Shield.near.proj +10 Proj.slow +16% ---------- misc Talents +1 Block Handheld deflection devices. |
agate 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. |
2 aquamarine 2 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
2 topaz 2 topaz0.0 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. |
Urybar the Gleamshine (dig speed 38 turns) Urybar the Gleamshine (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature Crit.chn- 15.00% ---------- misc Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's dwarven-steel pickaxe (dig speed 23 turns) miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +2 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 19 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 31 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Zerysus Zerysus2.0 T1 lite [Rare] Psionic While equipped: Stats +5 Mag dps ---------- Melee Ret 8 blight ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet 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. |
Rod of Recall (2/2) 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 Chest 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. |
Lightningwilder (16/16, 14-16 power, 1 apr) Lightningwilder (16/16, 14-16 power, 1 apr)3.0 T1 shot ammo [Rare] Psionic Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Ranged+ +4 lightning +20 fire +5 darkness Against +7% Living On Hit.r1 +8 fire On Crit.r2 +8 lightning Shots are used with slings to pummel your foes to death. |
dwarven-steel torque of gale force [power 240] (15/12 cooldown) dwarven-steel torque of gale force [power 240] (15/12 cooldown)2.0 T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 170] (15/12 cooldown) steel torque of mindblast [power 170] (15/12 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 221 mind damage and silencing them for 4 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged iron torque of psionic shield [power 35] (15/22 cooldown) supercharged iron torque of psionic shield [power 35] (15/22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 35 for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of stinging [power 116] (15/12 cooldown) elm totem of stinging [power 116] (15/12 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 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. |
elm totem of summon tentacle [power 100] (15/19 cooldown) elm totem of summon tentacle [power 100] (15/19 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 101 Armor: 2 All Resist: 0 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin [power 15] (15/16 cooldown) elm totem of thorny skin [power 15] (15/16 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
2 quartz 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. |
6 ametrine 6 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. |
citrine 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. |
zircon 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
By Amarisa the Cornac Wanderer level 20
25th Haze 122nd year of Ascendancy at 01:36 see stats
By Amarisa the Cornac Wanderer level 10
8th Mirth 122nd year of Ascendancy at 04:36 see stats
By Amarisa the Cornac Wanderer level 20
65th Dusk 122nd year of Ascendancy at 18:49 see stats
By Amarisa the Cornac Wanderer level 10
8th Mirth 122nd year of Ascendancy at 04:37 see stats
By Amarisa the Cornac Wanderer level 12
3rd Summertide 122nd year of Ascendancy at 17:16 see stats
By Amarisa the Cornac Wanderer level 8
2nd Mirth 122nd year of Ascendancy at 16:05 see stats
Log
Melee retaliation hits Xerulaith the gigantic gravity worm for 1 acid, 5 mind (6 total damage).
Black jelly misses Amarisa.
Xerulaith the gigantic gravity worm uses Reckless Charge.
Amarisa blocks Xerulaith the gigantic gravity worm!
Melee retaliation hits Xerulaith the gigantic gravity worm for 1 acid, 4 mind (5 total damage).
Xerulaith the gigantic gravity worm hits Amarisa for 103 physical, 4 physical, 7 mind (114 total damage).
Xerulaith the gigantic gravity worm starts to bleed.
Xerulaith the gigantic gravity worm is a martyr.
Amarisa gains 0% of a turn from Ancestral Life.
Amarisa steals life from Sandworm!
Amarisa steals life from Black jelly!
Amarisa steals life from Xerulaith the gigantic gravity worm!
Weapon of Wrath hits Xerulaith the gigantic gravity worm for 54 fire damage.
Amarisa hits Sandworm for 33 acid damage.
Amarisa hits Green ooze for 33 acid damage.
Amarisa hits Black jelly for 11 light, 11 light, 33 acid (56 total damage).
Amarisa hits Sandworm for 6 light, 6 light, 33 acid (45 total damage).
Amarisa hits Xerulaith the gigantic gravity worm for 16 physical, 8 blight, 6 fire, 2 lightning, 23 light, 1 fire, 2 acid, 2 cold, 4 arcane, 8 light, 4 physical, 2 lightning, 23 light, 1 fire, 2 acid, 2 cold, 4 arcane, 8 light, 33 acid (150 total damage).
Amarisa hits Sandworm destroyer for 33 acid damage.
Amarisa is less vulnerable.
Talent Virulent Disease is ready to use.
Sandworm misses Amarisa.
Black jelly misses Amarisa.
Xerulaith the gigantic gravity worm damages himself through Martyrdom!
Xerulaith the gigantic gravity worm hits Amarisa for 173 physical damage.
Melee retaliation hits Xerulaith the gigantic gravity worm for 1 acid, 5 mind (6 total damage).
Bleeding from Amarisa hits Xerulaith the gigantic gravity worm for 5 physical damage.
Amarisa hits Xerulaith the gigantic gravity worm for 15 physical damage.
Amarisa the level 20 cornac wanderer was battered to death by Xerulaith the gigantic gravity worm on level 4 of Sandworm lair.