









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Inferno Race Pack 1.4.0Adds a collection of my races. 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:
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:
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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Returned |
| Class | Cursed |
| Level / Exp | 19 / 56% |
| Size | big |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 19 on the 61st Haze 122nd year of Ascendancy at 19:51 / 1 |
Primary Stats
| Strength | 67 (base 47) |
| Dexterity | 21 (base 10) |
| Constitution | 33 (base 20) |
| Magic | 16 (base 10) |
| Willpower | 75 (base 47) |
| Cunning | 18 (base 10) |
Resources
| Life | 1/550 |
| Hate | 100/100 |
| Healing Factor | 1.3389294477288 |
| Regeneration | 5.6904501528474 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 31 |
| Crit Chance | 20% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 57 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +17% |
| Acid | +7% |
| Mind | +14% |
| All | +0% |
Offense: Damage Penetration
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 30 (30%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 9 |
| Physical Save | 36 |
| Spell Save | 34 |
| Mental Save | 40 |
Defense: Resistances
| Acid | 22%( 70%) |
| Arcane | 12%( 70%) |
| Mind | 23%( 70%) |
| All | 7%( 70%) |
| Darkness | 21%( 70%) |
| Light | 35%( 70%) |
| Physical | 9%( 70%) |
| Cold | 24%( 70%) |
| Fire | 16%( 70%) |
| Nature | 13%( 70%) |
Defense: Immunities
| Stun Resistance | 45% |
| Bleed Resistance | 40% |
| Confusion Resistance | 65% |
| Fear Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
Inscriptions (5/5)
| 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 463% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Fears | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Race / Returned | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
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 |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost sun paladin from death by rattlesnake. Escort: lost sun paladin (level 3 of Norgos Lair) | failed |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower 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 have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos&WHITELIGHT_GREEN | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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&WHITELIGHT_GREEN039;ve found the needed sandworm tooth. The Brotherhood of Alchemists* &039; * You& | 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 | pair of dwarven-steel boots &039; (Madness) (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str +6 Con dps ---------- Crit.mult +20.00% Dmg.mod +7% physical ----- def ----- Armour +4 Defense +15 (+5 eff.) Fatigue +3% Resists +2% physical Die.at -60.00 life ---------- misc Max.psi +10.00 Size +1 Curse of Madness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
| Light source | Cuthefang1.0 T3 lite [Rare] Nature While equipped: dps ---------- Mind.crit +2% ----- def ----- Defense +25 (+8 eff.) Resists +12% light Max.HP +49.00 HP.reg +4.00 Heal.mod +5% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Steel Helm of Garkul (Nightmares) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Nightmares A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 13/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 13 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | steel ring &039;0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +11% mind Acc +5 (+3 eff.) ----- def ----- Armour +2 Resists +17% mind ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | titan&0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | Mighty Girdle (Shrouds)1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Shrouds This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Belydrastir the Noongrit (Corpses) (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Wound the target dealing 221 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str +4 Wil dps ---------- Phys.crit +9.0% Phys.pwr +12 (+4 eff.) Apr +2 ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +6% light Curse of Corpses Massive two-handed battleaxes. |
| On hands | hardened leather gloves &039; (Misfortune) (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +7% acid ----- def ----- Armour +2 Resists +16% acid +9% fire +3% nature +3% darkness Crit.chn- 15.00% Die.at -40.00 life Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | prismatic drakeskin leather armour of the hero (Corpses) (20 def, 8 armour)9.0 T5 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +6 Str +4 Dex +4 Mag +3 Wil +4 Cun ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +12% light +12% darkness Max.HP +44.00 Curse of Corpses A suit of armour made of leather. |
| Cloak | Xyriata (Nightmares) (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +3% mind Acc +4 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +18% cold Spell.save +6 (+3 eff.) Max.HP +20.00 Disease- +10% Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Vorywe the Scorpiontaint0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 62% ----- def ----- Resists +3% nature Heal.mod +11% Cut- +40% ---------- misc Light +2 Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 355 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 197; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 197 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 190; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 190 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 634%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 634% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
manasurge rune of the warrior (regen 1247% over 10 turns; mana 62; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1247% for 10 turns (0 total) and instantly restoring 62 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Morningfury0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +10% light +11% darkness Phys.save +3 (+2 eff.) Blind- +20% Confus- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con Amulets make your neck look great! |
Moldrace the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 4 mind 2 nature On Hit (Melee): * 20% chance to reduce all saves and defense by 34 ----- def ----- Resists +6% nature +6% lightning Mind.save +5 (+1 eff.) Confus- +21% Rings make your fingers look great! |
savior&0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Rings make your fingers look great! |
acidic dwarven-steel battleaxe of erosion (Corpses) (34-50 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Nature Power 33.5 - 50.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +10 nature On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Corpses Massive two-handed battleaxes. |
Layetira the Smolderwrest (Corpses) (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness +12 fire Against +8% Living On Hit.r1 +4 blight While equipped: dps ---------- Dmg.mod +9% fire ----- def ----- Resists +15% nature +6% blight Curse of Corpses Sharp, short and deadly. |
acidic steel dagger (Madness) (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 13.5 - 17.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Madness Sharp, short and deadly. |
steel dagger &039; (Nightmares) (17-22 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun +2 Dex dps ---------- Dmg.mod +12% acid On Hit (Melee): * 20% chance to reduce armor by 19% Curse of Nightmares Sharp, short and deadly. |
acidic iron greatmaul of massacre (Corpses) (30-45 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane/Master Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Corpses Massive two-handed mauls. |
steel greatmaul &039; (Madness) (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +16 light While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% arcane Res.pen +12% physical Phasing +30% Acc +10 (+5 eff.) Apr +10 ----- def ----- Spell.save +12 (+6 eff.) Curse of Madness Massive two-handed mauls. |
Spectral Blade (Madness) (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon Reqs Mag 18 [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed Curse of Madness This sword appears weightless, and nearly invisible. |
acidic steel greatsword (Corpses) (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 31 damage over 5 turns and reducing armor and accuracy by 4 Curse of Corpses Massive two-handed swords. |
balanced steel mace of dampening (Madness) (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Disrupt/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Resists +8% acid +10% lightning +9% cold +10% fire +4% all Spell.save +7 (+4 eff.) Disarm- +21% Curse of Madness Blunt and deadly. |
Offalvengeance the vined mindstar (Nightmares) (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +6% nature +12% blight ----- def ----- Spell.save +6 (+3 eff.) ---------- misc Max.mana +40.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Uryharagund the Nimbusenvy (Corpses) (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) Dmg.mod +3% darkness ----- def ----- Resists +3% lightning Heal.mod +10% Poison- +20% Cut- +20% Stun/Frz- +20% ---------- misc Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling &039; (Nightmares)4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +12 light On Hit.r1 +8 light On Crit.r2 +25 fire While equipped: dps ---------- All.spd +1% Dmg.mod +6% light Res.pen +25% light +10% fire Melee Ret 10 light Curse of Nightmares Slings are used to hurl stones or metal shots at your foes. |
Torirek the Growthwind (Misfortune) (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) S.pwr/crit +4 Dmg.mod +9% temporal +15% light +6% arcane Res.pen +15% arcane +25% nature Melee Ret 4 temporal ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff (Shrouds) (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Curse of Shrouds Staves designed for wielders of magic, by the greats of the art. |
short ash starstaff of warding (Misfortune) (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% temporal ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 temporal Talents +3 Ward +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
Blizzardblast (Misfortune)1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind Res.pen +10% mind +15% cold On Hit (Melee): * 10% chance to reduce all saves and defense by 34 ----- def ----- Resists +5% fire +3% mind +7% cold Curse of Misfortune A belt that goes around your waist. |
Lightonslaught the rough leather belt (Nightmares)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% light +3% darkness Phys.save +6 (+3 eff.) Disarm- +10% ---------- misc Light +2 Curse of Nightmares A belt that goes around your waist. |
noble&1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Mind.pwr +5 (+2 eff.) Against +21% Summoned ----- def ----- D.Red.from +19% Summoned Mind.save +5 (+1 eff.) Curse of Madness A belt that goes around your waist. |
rough leather belt (Misfortune)1.0 T1 belt armor [Normal] Curse of Misfortune A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (Corpses) (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +7 (+2 eff.) Phys.save +6 (+3 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ce&2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Resists +1% physical Crit.chn- 15.00% Die.at -60.00 life Cut- +10% Curse of Nightmares A pair of boots made of leather. |
pair of iron boots &039; (Misfortune) (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +15% fire ----- def ----- Armour +3 Fatigue +2% Resists +9% lightning +6% temporal +6% light +3% fire +3% acid Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Nerubrerin the hardened leather gloves (Madness) (0 def, 6 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +8% acid On Hit (Melee): * 20% chance to reduce armor by 19% ----- def ----- Armour +6 Resists +7% acid +18% cold +5% arcane Mind.save +6 (+2 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Snow Giant Wraps (Madness) (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Madness Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 165.46 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
corrosive iron gauntlets of strength (+2) (Madness) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 5 acid Dmg.mod +4% acid ----- def ----- Armour +1 Fatigue +1% Resists +5% acid Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
heroic rough leather gloves (Corpses) (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +6 (+2 eff.) Max.HP +42.00 Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm dwarven-steel gauntlets of strength (+3) (Madness) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 5 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +5% lightning Learn an unarmed attack talent or enable &039; to see combat stats. Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
Armygar (Misfortune) (15 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Con dps ---------- Phys.crit +1.0% ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +5% Resists +6% fire +6% cold Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sunsting the iron helm (Corpses) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +5% Resists +9% fire ---------- misc Hate/m.crit +1.00 Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of frost (+16%) (Misfortune) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +16% cold Curse of Misfortune A pointy cloth hat, very wizardly... |
miner&2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 Curse of Shrouds A cap made of leather. |
Forestpyre the iron mail armour (Misfortune) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Dmg.mod +3% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 Curse of Misfortune A suit of armour made of mail. |
fortifying iron mail armour of acid resistance (Shrouds) (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid Max.HP +30.00 Disease- +15% Curse of Shrouds A suit of armour made of mail. It was changed by the digestive sack. |
Wrathroot&7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 24.5 - 34.3 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+3 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block Curse of Madness The barkwood of Wrathroot, made into roughly the shape of a shield. |
steel shield &039; (Madness) (0 def, 4 armour, 15-18 power, 64 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +64 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% fire +6% nature +3% physical Phys.save +3 (+2 eff.) Die.at -20.00 life Max.HP +52.00 ---------- misc Talents +1 Block Curse of Madness Handheld deflection devices. |
10 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. |
194 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
9 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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 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 53.84 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.84 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. |
Skywake the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire Res.pen +15% temporal Melee Ret 2 lightning ----- def ----- Resists +3% lightning ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern &039;2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Cun dps ---------- Res.pen +15% mind Melee Ret 12 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 10 ----- def ----- Resists +6% fire ---------- misc Equi/ret +0.04 Max.hate +4.00 Max.psi +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern &039;2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +15% mind +3% cold Max.HP +20.00 Cut- +10% ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox&2.0 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&039;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&039;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. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
ash totem of healing &039; [power 176] (29/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str +4 Con dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +10% mind Apr +3 ----- def ----- Die.at -60.00 life Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
7 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. |
7 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
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Alkeides the Returned Cursed level 15
16th Haze 122nd year of Ascendancy at 17:04 see stats
Earth Master (Nightmare (Roguelike) difficulty)
18th Haze 122nd year of Ascendancy at 07:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Alkeides the Returned Cursed level 18
55th Haze 122nd year of Ascendancy at 06:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Alkeides the Returned Cursed level 10
8th Mirth 122nd year of Ascendancy at 06:12 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Alkeides the Returned Cursed level 13
62nd Dusk 122nd year of Ascendancy at 18:04 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Alkeides the Returned Cursed level 19
59th Haze 122nd year of Ascendancy at 15:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alkeides the Returned Cursed level 16
18th Haze 122nd year of Ascendancy at 16:35 see stats
Log
Something hits Terror for 113 light damage.
Terror is caught inside a Hurricane.
Thunderstorm hits Terror for 50 lightning damage.
Terror is dazed!
Ran for 2 turns (stop reason: taken damage).
Terror is not dazed anymore.
Hurricane from Urkis, the High Tempest hits Terror for 130 lightning damage.
Hurricane from Urkis, the High Tempest hits Alkeides for 78 lightning damage.
Hurricane from Urkis, the High Tempest hits Terror for 135 lightning damage.
Hurricane from Urkis, the High Tempest hits Terror for 104 lightning damage.
Hurricane from Urkis, the High Tempest killed Terror!
Thunderstorm hits Terror for 58 lightning damage.
Alkeides feels pain again.
Hurricane from Urkis, the High Tempest hits Terror for 114 lightning damage.
Hurricane from Urkis, the High Tempest hits Terror for 119 lightning damage.
Hurricane from Urkis, the High Tempest hits Alkeides for 69 lightning damage.
Hurricane from Urkis, the High Tempest hits Terror for 101 lightning damage.
Your summoned terror disappears.
Hurricane from Urkis, the High Tempest killed Terror!
Terror is caught inside a Hurricane.
Thunderstorm hits Terror for 56 lightning damage.
Thunderstorm hits Terror for 58 lightning, 19 lightning (77 total damage).
Terrified from Alkeides hits Urkis, the High Tempest for 8 mind, 8 darkness (15 total damage).
Terror is dazed!
Urkis, the High Tempest casts Lightning.
Thunderstorm killed Terror!
Urkis, the High Tempest hits Alkeides for 203 lightning damage.
Alkeides the level 19 returned cursed was zapped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.































































































