












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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:
Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Normal Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Skirmisher |
| Level / Exp | 23 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Celia at level 20 on the 17th Haze 122nd year of Ascendancy at 13:23 3 / 2Killed by Dozing Glorarira at level 23 on the 25th Haze 122nd year of Ascendancy at 16:40 |
Primary Stats
| Strength | 36 (base 15) |
| Dexterity | 79 (base 45) |
| Constitution | 32 (base 28) |
| Magic | 13 (base 10) |
| Willpower | 31 (base 11) |
| Cunning | 55 (base 36) |
Resources
| Life | 519/519 |
| Stamina | 218/218 |
| Healing Factor | 1.4724420161896 |
| Regeneration | 12.012926493924 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 8 |
| See Stealth | 62.90652204756 |
| See Invisible | 62.90652204756 |
Offense: Mainhand
| Damage | 104 |
| Accuracy | 68 |
| Crit Chance | 35% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Light | +10% |
| Physical | +11% |
| All | 0% |
| Nature | +8% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +15% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 41.719009130622 (94.587707036968%) |
| Defense | 81 |
| Ranged Defense | 83 |
| Fatigue | 8.6107370558735 |
| Physical Save | 31 |
| Spell Save | 24 |
| Mental Save | 29 |
Defense: Resistances
| Physical | + 12%( 70%) |
| Lightning | + 29%( 70%) |
| Light | + 35%( 70%) |
| Nature | + 16%( 70%) |
| Blight | + 13%( 70%) |
| Arcane | + 15%( 70%) |
| Mind | + 17%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 195 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 128 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% 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. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 2/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 21. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved talent Disarm (+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 treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed bear paw. * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed vial of elder vampire blood. * You've found the needed black mamba head. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed vampire lord fang. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats Dex +3 offense ------ Move Speed +10% defense ------ Defense +4 (+1 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.6 Power cost 20 out of 20/20. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Quiver | barbed pouch of stralite shots of amnesia (21/21, 158% power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego++] Master/Psionic Weapon Damage 158% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +13.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(85 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | bladed hardened leather cap of trickery (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats Str +4, Dex +3, Cun +2 offense ------ Ignore Armor +6 defense ------ Armor +3 Fatigue +3% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 90.3 Physical damage. If the attack hits, the target is confused (43% 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 | heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats Dex +3 offense ------ Accuracy +11 (+2 eff.) defense ------ Armor +6 Mind save +8 (+4 eff.) Life +51.00 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 | piercing ash wand of shielding [power 188] (20 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn 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. |
| On fingers | Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats Str +4, Wil +4 offense ------ Damage +8% nature, +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
| On fingers | sneakthief's stralite ring of lightning (+24%)0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Master While equipped: Stats Cun +5, Dex +5 offense ------ Damage +12% lightning Accuracy +5 (+1 eff.) defense ------ Resistance +24% lightning Rings make your fingers look great! |
| Around neck | Vorovena0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats Cun +1, Str +3 offense ------ Damage +3% physical Ignore resists +5% blight, +15% mind defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
| In main hand | Hare-Skin Sling4.0 Encumbrance T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +10 While equipped: Stats Lck +10 offense ------ Physical Crit +5.0% Move Speed +20% defense ------ Defense +10 (+2 eff.) other ------- Masteries +0.20 Cunning/Survival Inertial Shot: Effective talent level: 3.0 Power cost 8 out of 8/8. Range 10 Cooldown: 8 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats Cun +4, Wil +4 offense ------ Against +15% Summoned defense ------ Resistance +6% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Titanic (20 def, 18 armour, 159% power, 320 block)7.0 Encumbrance T3 shield armor [Unique] Master When used to Attack: Weapon Damage 160% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +320 While equipped: defense ------ Armor +18 Hardiness +20% Defense +20 (+4 eff.) Ranged Defense +10 (+2 eff.) Fatigue +30% other ------- Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | murderer's cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Master While equipped: Stats Cun +2, Dex +2 offense ------ Accuracy +3 (+0 eff.) Ignore Armor +6 defense ------ Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | hardened leather armour 'Bethyrita' (35 def, 6 armour)9.0 Encumbrance T3 light armor [Random Unique] Arcane/Master While equipped: Stats Str +12, Dex +7, Con +3 offense ------ Move Speed +20% defense ------ Armor +6 Defense +35 (+7 eff.) Fatigue +8% Resistance +8% arcane Physical save +9 (+4 eff.) Spell save +12 (+6 eff.) A suit of armour made of leather. |
Inventory
healing infusion of the titan (heal 118; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 188; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 188 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the duelist (res 31%; magical; dur 4; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 7; phase 21; cd 12)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the psychic (range 80; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 80 with a minimum range of 15. 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 |
teleportation rune of the warrior (range 61; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength 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 |
insulating copper amulet of cunning (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Cun +3 defense ------ Resistance +10% fire, +10% cold Amulets make your neck look great! |
stabilizing gold amulet of cunning (+2)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats Cun +2 defense ------ Resistance +13% temporal Pinning Resist +24% Knockbk Resist +32% Amulets make your neck look great! |
painweaver's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +7 (+2 eff.) Spellpower +5 (+5 eff.) Mindpower +5 (+3 eff.) Damage +4% all Rings make your fingers look great! |
savage's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Con +2 defense ------ Spell save +10 (+5 eff.) Life +24.00 Disarm Resist +23% Pinning Resist +23% Knockbk Resist +28% other ------- Max stamina +19.00 Rings make your fingers look great! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
The Black Ring0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: defense ------ Spell save +7 (+4 eff.) other ------- Masteries +0.20 Corruption/Fearfire Shadow Power +5 On Spell Hit: 10% Darkfire level 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats Mag +6, Wil +5 offense ------ Physical Power +8 (+2 eff.) Spellpower +21 (+14 eff.) Mindpower +10 (+5 eff.) Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Fatigue -7% Resistance +6% light, +3% mind Stun Resist +30% other ------- Encumbrance +25 Light +3 Rings make your fingers look great! |
marksman's gold ring of clarity0.1 Encumbrance T3 ring jewelry [Ego] Master/Psionic While equipped: Stats Dex +4 offense ------ Accuracy +8 (+2 eff.) defense ------ Mind save +5 (+3 eff.) Confus Resist +30% Rings make your fingers look great! |
savage's gold ring of aether (+10%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Con +2 offense ------ Damage +10% arcane defense ------ Resistance +10% arcane Spell save +14 (+7 eff.) other ------- Max stamina +13.00 Rings make your fingers look great! |
warrior's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats Str +4 offense ------ Physical Power +7 (+2 eff.) Spellpower +11 (+9 eff.) Mindpower +7 (+4 eff.) defense ------ Armor +8 Rings make your fingers look great! |
psionicist's stralite ring of darkness (+24%)0.1 Encumbrance T4 ring jewelry [Ego] Arcane/Psionic While equipped: Stats Wil +6 offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Mind save +12 (+6 eff.) Rings make your fingers look great! |
ash starstaff (111% power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% physical other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of vileness (136% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego] Arcane Weapon Damage 137% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +10 blight, +12 item blight disease On Hit: * 12% chance to reduce strength, dexterity, and constitution by 8 Massive two-handed battleaxes. |
truestriking dwarven-steel battleaxe of massacre (156% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Master Weapon Damage 156% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% While equipped: offense ------ Ignore resists +12% physical Accuracy +10 (+2 eff.) Ignore Armor +12 Massive two-handed battleaxes. |
dwarven-steel waraxe (122% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
dwarven-steel waraxe (118% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 119% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Poltergeist's Geda the Chargepower4.0 Encumbrance T3 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +7 lightning On-crit, radius 2 +4 acid While equipped: Stats Str +3 offense ------ Physical Power +8 (+2 eff.) Damage +17% lightning Ignore resists +5% lightning, +7% all Accuracy +5 (+1 eff.) Ignore Armor +9 When Hit 6 lightning On-Hit (Ranged): * 20% chance to reduce armor by 17% defense ------ Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
warden's reinforced leather sling of piercing4.0 Encumbrance T4 sling 1H weapon [Ego++] Arcane/Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +9 While equipped: Stats Mag +3 offense ------ Damage +5% temporal, +8% physical Ignore resists +5% physical, +6% temporal, +7% all Accuracy +12 (+3 eff.) Ignore Armor +7 other ------- Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
psychokinetic pouch of dwarven-steel shots of wind (23/23, 138% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Nature/Psionic Weapon Damage 138% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 23 Projectile Speed +200% On-ranged-hit +14 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 123 physical damage * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 121 physical damage Shots are used with slings to pummel your foes to death. |
self-loading pouch of dwarven-steel shots of accuracy (18/18, 141% power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane/Master Weapon Damage 142% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +3 Critical Rate +5.0% Capacity 18 Auto Reload 3 Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 117% Range: 1.0x-1.4x Uses 140% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+1 eff.) Fatigue +12% Resistance +15% cold, +10% fire other ------- 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. |
Wrathroot's Barkwood (9 def, 10 armour, 129% power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 129% Range: 1.0x-1.4x Uses 150% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+2 eff.) Fatigue +14% Resistance +20% cold, +20% darkness, +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
dwarven-steel shield 'Searkarma' (0 def, 6 armour, 138% power, 77 block)7.0 Encumbrance T3 shield armor [Random Unique] Arcane/Master/Psionic When used to Attack: Weapon Damage 139% Range: 1.0x-1.2x Uses 100% Str Damage Physical Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +77 On-hit +20 item acid corrode, +8 fire, +10 light +14 darkness On-Hit, radius 1 +4 acid On Hit: * 20% chance to reduce armor by 17% While equipped: Stats Cun +3, Mag +1 offense ------ Damage +13% light, +10% darkness defense ------ Armor +6 Fatigue +8% Resistance +11% darkness, +18% fire, +11% mind +13% light other ------- Talents +1 Block Handheld deflection devices. |
hardened leather armour of the deep (9 def, 8 armour)9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +8 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% acid, +10% cold other ------- Breathe water A suit of armour made of leather. |
dwarven-steel plate armour of stability (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego] Master While equipped: defense ------ Armor +11 Fatigue +22% Resistance +7% physical Physical save +13 (+6 eff.) A suit of armour made of metal plates. |
grounding hardened leather belt of resilience1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +11% lightning, +5% temporal Life +30.00 A belt that goes around your waist. |
Ragakhad (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Physical Crit +2.0% Critical power +15.00% Ignore resists +10% physical defense ------ Defense +2 (+0 eff.) Resistance +9% mind, +3% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats Cun +4 defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
Blizzardtrail the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Arcane While equipped: offense ------ Damage +15% lightning, +6% cold, +6% mind When Hit 10 lightning defense ------ Armor +3 Resistance +6% mind, +9% cold Silence Resist +25% Confus Resist +26% Stun Resist +32% A pair of boots made of leather. |
dreamer's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master/Psionic While equipped: Stats Str +2, Wil +4, Cun +3, Con +2 defense ------ Armor +3 Physical save +7 (+3 eff.) Spell save +8 (+4 eff.) Mind save +7 (+4 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 1.0 Power cost 25 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Disrupt While equipped: offense ------ Physical Power +6 (+2 eff.) Accuracy +4 (+1 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +6% blight Spell save +11 (+6 eff.) 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. |
stabilizing cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Master While equipped: Stats Mag +5, Wil +7 offense ------ Spellpower +5 (+5 eff.) defense ------ Defense +2 (+0 eff.) Physical save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3 Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3 Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats Mag +5 Damage +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. |
63 alchemist agate0.0 Encumbrance 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 49.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 49.18 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Lightmaim (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +5 offense ------ Ignore resists +5% light On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Fatigue -6% Resistance +6% fire, +9% mind, +3% light While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats Lck +5 defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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 Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
steel torque of psionic shield [power 47] (25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator
Killed 1000 creatures.By Slings the Doomelf Skirmisher level 18
66th Dusk 122nd year of Ascendancy at 00:03 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Slings the Doomelf Skirmisher level 5
76th Pyre 122nd year of Ascendancy at 15:16 see stats
Level 10
Got a character to level 10.By Slings the Doomelf Skirmisher level 10
4th Mirth 122nd year of Ascendancy at 06:32 see stats
Level 20
Got a character to level 20.By Slings the Doomelf Skirmisher level 20
3rd Haze 122nd year of Ascendancy at 13:14 see stats
Size matters
Did over 600 damage in one attack.By Slings the Doomelf Skirmisher level 22
23rd Haze 122nd year of Ascendancy at 04:31 see stats
The Arena
Unlocked Arena mode.By Slings the Doomelf Skirmisher level 7
79th Pyre 122nd year of Ascendancy at 19:54 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Slings the Doomelf Skirmisher level 18
60th Dusk 122nd year of Ascendancy at 00:37 see stats
The secret city
Discovered the truth about mages.By Slings the Doomelf Skirmisher level 11
3rd Summertide 122nd year of Ascendancy at 08:50 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Slings the Doomelf Skirmisher level 18
59th Dusk 122nd year of Ascendancy at 09:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Slings the Doomelf Skirmisher level 17
42nd Dusk 122nd year of Ascendancy at 03:59 see stats
Log
Slings is called to battle!
Mirror Image is called to battle!
Mirror Image is called to battle!
Mirror Image is called to battle!
Mirror Image is called to battle!
Mirror Image is called to battle!
Slings is called to battle!
Dozing Glorarira breathes acid!
Sleeping Mayonne is disarmed!
Mirror Image is disarmed!
Mirror Image is disarmed!
Mirror Image is disarmed!
Your shield crumbles under the damage!
The shield around Slings crumbles.
Slings is disarmed!
Dozing Betuvena shrugs off the effect 'Disarmed'!
Dozing Glorarira hits Mirror Image for 246 acid damage.
Dozing Glorarira hits Mirror Image for 270 acid damage.
Dozing Glorarira hits Dozing Betuvena for 87 acid damage.
Dozing Glorarira hits Slings for (128 absorbed), 188 acid (188 total damage).
Dozing Glorarira hits Sleeping Mayonne for 78 acid damage.
Dozing Glorarira hits Mirror Image for 265 acid damage.
Slings the level 23 doomelf skirmisher was corroded to death by Dozing Glorarira on level 7 of Dreadfell.
You have 3 life(s) left.
Mirror Image rearms.
Mirror Image rearms.
Mirror Image rearms.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Dozing Glorarira killed Slings!







































































































