Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Commando class 1.5.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Half-Cost Category Mastery 1.3.1 Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Constitution Viability Buff Addon 1.4.6Constitution now grants: Tinker Tinkering 1.3.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
Daze Tweak 1.5.5This addon will add a low-end threshold to damage values which will break the Daze effect equal to 5 + actor-level/2. This should prevent minor sources of damage from disrupting the effect, with the intent of improving the effectiveness of the status. Credit to ghostbuster for the idea and suggesting the scaling for the threshold. Marson's Character Recycler 1.2.3v1.0.0 You can choose to regenerate the current character at the beginning, or to go back to the character generation screen and create a new one. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Ashes of Urh'Rok 1.5.0Official 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:
Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Spellsword 1.5.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Alternate Talent Requirements 1.5.0Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Alternate Zones Option 1.1.0Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Inferno Race Pack 1.4.0Adds a collection of my races. Doctornull's Class Pack 1.4.2This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. astralInferno's Celestial Oddities 1.4.0A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Steel Drakes 1.4.0Adds the Steel Drake category for wyrmics, and eventually also adds Steel Drakes. Embers of Rage 1.5.0Official 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:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. 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. Unlimited Respec 1.3.1Removes the restriction on how many talents you can respec. QuickTome: Resource Tweaks 1.3.1 Additional Randart Properties 1.4.9 Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Bone Shield Tweak 1.5.5This addon modifies Bone Shield to add a low damage threshold which will prevent charges from being expended on minor damage. Hybrid Class Pack 1.4.6Adds a number of hybridized classes. Currently only remixes existing classes and talents. Inventory Sort Order 1.1.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. New Gem Types 1.4.2Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Archer |
Level / Exp | 37 / 80% |
Size | big |
Lifes / Deaths | Killed by Veloma the dire wolf at level 35 on the 18th Dusk 122nd year of Ascendancy at 20:33 4 / 3Killed by giant acid ant at level 35 on the 19th Dusk 122nd year of Ascendancy at 00:09 Killed by Lisitta the thief at level 37 on the 20th Dusk 122nd year of Ascendancy at 13:39 |
Primary Stats
Strength | 71 (base 60) |
Dexterity | 69 (base 60) |
Constitution | 25 (base 10) |
Magic | 39 (base 25) |
Willpower | 24 (base 10) |
Cunning | 22.6 (base 12) |
Resources
Life | 1011/1011 |
Stamina | 258/258 |
Healing Factor | 1.415 |
Regeneration | 7.2165 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -63.333333333333% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 9 |
See Stealth | 47.076511459668 |
See Invisible | 56.076511459668 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 107 |
Accuracy | 62 |
Crit Chance | 21% |
APR | 7 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 39 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Mind | +20% |
Lightning | +14% |
Light | +11% |
Nature | +9% |
Cold | +17% |
Physical | +15% |
Fire | +26% |
All | +5% |
Offense: Damage Penetration
Darkness | +10% |
Arcane | +15% |
Fire | +10% |
Cold | +8% |
Defense: Base
Armour (hardiness) | 46 (70.376569037657%) |
Defense | 53 |
Ranged Defense | 59 |
Fatigue | 0 |
Physical Save | 47 |
Spell Save | 46 |
Mental Save | 42 |
Defense: Resistances
Acid | + 26%( 70%) |
Physical | + 10%( 70%) |
Cold | + 30%( 70%) |
All | + 4%( 70%) |
Lightning | + 10%( 70%) |
Light | + 11%( 70%) |
Temporal | + 7%( 70%) |
Mind | + 16%( 70%) |
Darkness | + 13%( 70%) |
Fire | + 10%( 70%) |
Nature | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 29% |
Disarm Resistance | 35% |
Knockback Resistance | 24% |
Confusion Resistance | 23% |
Stun Resistance | 59% |
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 365 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Munitions | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Agility | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 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 abandoned lost sun paladin to death. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 31% of the way to your next Rank. You have killed: 29 Uniques 11 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 hardened leather boots 'Glybeth' (0 def, 3 armour) pair of hardened leather boots 'Glybeth' (0 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +2 Con / +1 Mag Changes resistances: +3% temporal Talent masteries: +0.10 Technique / Conditioning +0.10 Cunning / Trapping Maximum encumbrance: +24 Physical save: +13 (+5 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Silence immunity: +29% Confusion immunity: +23% Stun/Freeze immunity: +29% Light radius: +3 See invisible: +3 A pair of boots made of leather. |
Quiver | Bogfiend the quiver of ash arrows (13/13, 125% power, 7 apr) Bogfiend the quiver of ash arrows (13/13, 125% power, 7 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Power: 126% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +12.5% Capacity: 13 When this weapon hits: Slime Spit (5% chance level 1). On weapon hit: * 25% chance for lightning to arc to a second target On weapon crit: * cripple the target Damage (Ranged): +11 lightning / +12 temporal Burst (radius 1) on hit: +12 nature Burst (radius 2) on crit: +4 nature Arrows are used with bows to pierce your foes to death. |
Light source | brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Lustrewisp the rough leather gloves (3 def, 1 armour) Lustrewisp the rough leather gloves (3 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +1 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Damage (Melee): 7 nature Changes stats: +3 Str Changes resistances: +6% nature Changes damage: +4% nature / +6% light Reduces incoming crit damage: 15.00% Spell save: +9 (+3 eff.) Blindness immunity: +10% Disarm immunity: +10% Life regen: +2.00 Stamina each turn: +0.40 Psi each turn: +0.12 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +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. |
On fingers | Glyldanne GlyldanneInfused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 6 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 5 bleed Changes stats: +1 Cun / +3 Dex Changes resistances: +6% acid Stun/Freeze immunity: +25% Hate when firing a critical mind attack: +2.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
On fingers | Maluregomnir the Jetriver Maluregomnir the JetriverPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +6 (+2 eff.) Armour: +4 Changes stats: +5 Mag / +5 Wil / +2 Con Changes damage: +5% all Disarm immunity: +25% Pinning immunity: +26% Knockback immunity: +24% Maximum life: +35.00 Maximum pos.energy: +10.00 Maximum neg.energy: +10.00 Spellpower: +13 (+4 eff.) Mindpower: +8 (+4 eff.) Healing mod.: +20% Rings can have magical properties. |
Around neck | Gloombreacher the copper amulet Gloombreacher the copper amuletPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +2 Mag / +3 Cun / +4 Con Changes resistances: +6% physical / +12% mind / +3% darkness Changes resistances penetration: +10% darkness Changes damage: +3% mind Life regen: +0.60 Stamina each turn: +0.80 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +21.00 Maximum pos.energy: +15.00 Maximum neg.energy: +15.00 Movement speed: +10% Amulets can have magical properties. |
In main hand | Torchstriker TorchstrikerRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Damage (Ranged): +29 cold / +21 fire When wielded/worn: Armour: +17 Changes resistances: +6% fire Changes resistances penetration: +15% arcane / +8% cold Changes damage: +12% cold / +21% fire Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Spellpower: +6 (+2 eff.) Defense after a teleport: +10 Longbows are used to shoot arrows at your foes. |
Around waist | rough leather belt 'Salyrin' rough leather belt 'Salyrin'Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Changes resistances: +6% lightning / +7% light / +6% darkness Changes damage: +6% mind Physical save: +12 (+4 eff.) Stun/Freeze immunity: +5% Mindpower: +4 (+2 eff.) A belt that goes around your waist. |
In off hand | Blastbrawn the iron shield (4 def, 7 armour, 100% power, 45.5 block) Blastbrawn the iron shield (4 def, 7 armour, 100% power, 45.5 block)Requires: - Dexterity 11 - Talent Agile Defense (level 1) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 100% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Crit. chance: +2.5% Block value: +46 Damage (Melee): +8 lightning / +12 cold When wielded/worn: Armour: +7 Defense: +4 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 10 ice / 12 arcane Changes stats: +2 Wil Changes resistances: +11% cold Changes damage: +3% lightning Talent granted: +1 Block Spell crit. chance: +2% Damage Shield penetration: +40% Handheld deflection devices. |
Cloak | Sparkdare the linen cloak (8 def, 0 armour) Sparkdare the linen cloak (8 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +4 Mag / +5 Wil Changes damage: +6% mind / +6% lightning Grants telepathy: Dragon Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +30 (+10 eff.) Hate when firing a critical mind attack: +3.00 Maximum mana: +47.00 Mental crit. chance: +1% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Flamehunter' (1 def, 2 armour) rough leather armour 'Flamehunter' (1 def, 2 armour)Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes stats: +3 Dex / +3 Cun / +2 Con / +3 Lck Changes resistances: +17% acid / +16% cold Changes resistances penetration: +10% fire Life regen: +1.50 Maximum life: +48.00 See invisible: +6 Healing mod.: +14% A suit of armour made of leather. |
Inventory
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 30 power out of 50/50) : Effective talent level: 1.0 Power cost: 30 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 24.99 to 74.98 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
insulating copper amulet of dexterity (+3) insulating copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Changes resistances: +11% fire / +11% cold Amulets can have magical properties. |
Brightbreaker BrightbreakerPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Changes stats: +4 Dex Changes resistances: +14% acid / +11% fire / +13% lightning / +11% cold Blindness immunity: +23% Maximum life: +30.00 Maximum stamina: +10.00 Light radius: +1 Infravision radius: +4 See stealth: +6 See invisible: +9 Rings can have magical properties. |
Ebonymight EbonymightInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex / +2 Cun Changes resistances: +9% darkness Changes resistances penetration: +10% darkness Changes damage: +3% darkness Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +22% Life regen: +0.70 Hate when firing a critical mind attack: +1.00 Maximum life: +74.00 Maximum hate: +6.00 Healing mod.: +11% Heals friendly targets nearby when you use a nature summon: +30 Rings can have magical properties. |
Unradodar the Glitterprophet Unradodar the GlitterprophetPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to blind Changes stats: +5 Mag / +10 Wil Changes resistances: +3% light Changes resistances penetration: +15% light Critical mult.: +5.00% Blindness immunity: +48% Spellpower: +9 (+3 eff.) Light radius: +1 Infravision radius: +8 See stealth: +14 See invisible: +17 Rings can have magical properties. |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Spell save: +4 (+1 eff.) Rings can have magical properties. |
elm longbow elm longbowRequires: - Dexterity 11 - Talent Shoot 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Longbows are used to shoot arrows at your foes. |
fungal elm longbow of power fungal elm longbow of powerRequires: - Dexterity 11 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When wielded/worn: Changes stats: +3 Con Changes resistances penetration: +12% physical Changes damage: +15% physical Talent mastery: +0.15 Wild-gift / Fungus It can be used to regenerate 66 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
mighty elm longbow of acid mighty elm longbow of acidRequires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +8 acid When wielded/worn: Physical power: +9 (+2 eff.) Changes stats: +3 Str Changes damage: +14% acid Longbows are used to shoot arrows at your foes. |
Xyldavena the ash longbow Xyldavena the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When this weapon hits: Rethread (5% chance level 1). On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +12 fire Burst (radius 1) on hit: +2 temporal When wielded/worn: Ammo reloads per turn: +2 Changes stats: +2 Mag Changes resistances: +3% temporal Changes resistances penetration: +9% temporal / +10% arcane / +11% physical Changes damage: +11% physical / +14% temporal / +17% fire Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
quiver of elm arrows (13/13, 109% power, 5 apr) quiver of elm arrows (13/13, 109% power, 5 apr)Requires: - Dexterity 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 109% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 13 Arrows are used with bows to pierce your foes to death. |
inquisitor's quiver of ash arrows (24/24, 118% power, 7 apr) inquisitor's quiver of ash arrows (24/24, 118% power, 7 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Power: 118% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +7 Crit. chance: +1.5% Capacity: 24 On weapon crit: * burns latent spell energy Damage (Ranged): +20 manaburn arcane Arrows are used with bows to pierce your foes to death. |
Spidertitan (0 def, 0 armour) Spidertitan (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 16 nature / 8 physical Changes stats: +2 Str Changes resistances: +16% light Changes damage: +11% light Life regen: +0.20 Maximum life: +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% A suit of armour made of leather. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +5% temporal Physical save: +5 (+2 eff.) Mindpower: +2 (+1 eff.) A belt that goes around your waist. |
enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Elunor the Blazegash (9 def, 8 armour) Elunor the Blazegash (9 def, 8 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Armour: +8 Defense: +9 (+3 eff.) Ranged Defense: +9 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 8 physical Changes stats: +2 Con Changes resistances: +6% lightning / +7% temporal Changes damage: +6% lightning Physical save: +3 (+1 eff.) Maximum life: +40.00 Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Yvitta the pair of iron boots (6 def, 3 armour) Yvitta the pair of iron boots (6 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +12 (+3 eff.) Armour: +3 Defense: +6 (+2 eff.) Ranged Defense: +6 (+1 eff.) Fatigue: +2% Changes damage: +3% physical Physical save: +6 (+2 eff.) Life regen: +0.40 Maximum life: +60.00 Healing mod.: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
rough leather gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +3% arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar iron gauntlets of strength (+3) (0 def, 1 armour) polar iron gauntlets of strength (+3) (0 def, 1 armour)Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +1 Damage (Melee): 5 cold Changes stats: +3 Str Changes resistances: +6% cold Changes damage: +3% cold Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat of nature (+15%) (1 def, 0 armour) linen wizard hat of nature (+15%) (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes resistances: +15% nature Changes damage: +10% nature A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. fearwoven cashmere wizard hat of arcana (2 def, 0 armour)fearwoven cashmere wizard hat of arcana (2 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +5 Mag / +6 Wil Changes resistances: +14% darkness / +14% physical Changes damage: +14% darkness / +13% physical Maximum hate: +11.00 Spellpower: +5 (+2 eff.) Mindpower: +8 (+4 eff.) Mental crit. chance: +3% A pointy cloth hat, very wizardly... |
rough leather cap 'Emosewyn' (0 def, 1 armour) rough leather cap 'Emosewyn' (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 12 acid Changes stats: +2 Str / +2 Dex / +2 Cun / +2 Con Changes resistances: +9% acid / -18% light / +6% arcane Changes damage: +9% acid Physical save: +12 (+4 eff.) Life regen: +2.40 A cap made of leather. |
stabilizing rough leather cap of strength (+3) (0 def, 1 armour) stabilizing rough leather cap of strength (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Str Physical save: +11 (+4 eff.) A cap made of leather. |
9 nuummite 9 nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 verdite 5 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+4 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+4 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
9 tiny geode 9 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 ametrine0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz 8 quartz0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
168 alchemist agate 168 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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. |
Achievements
By Rawr the Ogre Archer level 17
7th Mirth 122nd year of Ascendancy at 13:53 see stats
By Rawr the Ogre Archer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Rawr the Ogre Archer level 20
3rd Dusk 122nd year of Ascendancy at 21:42 see stats
By Rawr the Ogre Archer level 30
18th Dusk 122nd year of Ascendancy at 08:13 see stats
By Rawr the Ogre Archer level 30
18th Dusk 122nd year of Ascendancy at 08:42 see stats
By Rawr the Ogre Archer level 15
4th Mirth 122nd year of Ascendancy at 17:45 see stats
By Rawr the Ogre Archer level 18
3rd Summertide 122nd year of Ascendancy at 22:33 see stats
Log
Eternal bone giant uses Bone Armour.
A shield forms around eternal bone giant.
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Rawr uses Infusion: Regeneration.
Rawr starts regenerating health quickly.
Rawr slows down.
Bleeding from Rawr hits Forgery of Haze (Lisitta the thief) for (0 absorbed), 0 physical (0 total damage).
Maim from Rawr hits Forgery of Haze (Lisitta the thief) for (11 absorbed), 7 physical (7 total damage).
Emelewyn the shadowblade summons a Ritch Flamespitter!
Emelewyn the shadowblade receives 215 healing.
Maim from Rawr hits Emelewyn the shadowblade for (18 turned into osmosis), 18 physical (18 total damage).
Bleeding from Rawr hits Emelewyn the shadowblade for (2 turned into osmosis), 2 physical (2 total damage).
Maim from Rawr hits Lisitta the thief for (14 to psi shield), 1 physical (1 total damage).
Bleeding from Rawr hits Lisitta the thief for (0 to psi shield), 0 physical (0 total damage).
Deadly Poison from Lisitta the thief hits Rawr for (23 deflected), 55 nature (55 total damage).
Deep Wound from Lisitta the thief hits Rawr for (16 deflected), 0 physical (0 total damage).
Rawr the level 37 ogre archer was splurged to death by Lisitta the thief on level 1 of The Maze.
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You have 4 life(s) left.
Rawr deactivates Trained Reactions.
Rawr's deep wound closes.
Rawr deactivates Aim.
Rawr has finished recovering.
Rawr deactivates Piercing Ammunition.
Rawr stops regenerating health quickly.
Rawr deactivates Intuitive Shots.
Rawr is no longer poisoned.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.