











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Player AIoo 1.7.4This is a fork of PlayerGAI by Glavius itself a fork of PlayerAI by Charidan. Once you click ALT-F1 (you can change this key with Keybinding) 1.Auto explore You can weight the talent used by the AI by right clicking on your character and clicking on "Define Player-Aioo" at the bottom of the dialog box. It will Stop when your character is low on life, when you are on an Exit, when a dialog box open, or you are blinded. !Warning: Use it at your own risk. This can put your character in a sure death situation! Goal: Known Bug: Eoland's Vampire Race 1.7.4This is my own spin on a vampire race. It has some large benefits but also some very strong drawbacks. Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Quality of Life Pack 1.7.4An assortment of quality of life modifications too insignificant to be standalone. Removed collapsible walls in the Sandworm Lair. (restoring auto-explore) Changed the layout of the city Shatur to be more open and less annoying to move around in. Changed the Dwarf's starting zone boss to die after killing one summon instead of ten. Characters that have won the game are far more likely to trigger the special farportal events. Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Artificer |
| Level / Exp | 12 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Bill the Stone Troll at level 12 on the 17th Profit 122nd year of Ascendancy at 15:46 / 2Killed by Bill the Stone Troll at level 12 on the 17th Profit 122nd year of Ascendancy at 16:08 |
Primary Stats
| Strength | 30 (base 24) |
| Dexterity | 10 (base 11) |
| Constitution | 17 (base 11) |
| Magic | 14 (base 11) |
| Willpower | 14 (base 11) |
| Cunning | 37 (base 37) |
Resources
| Life | -206/324 |
| Healing Factor | 1.182941519274 |
| Regeneration | 1.0055002913829 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 28 |
| Accuracy | 36 |
| Crit Chance | 22% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 20 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +8% |
| Physical | +3% |
| Light | +18% |
| Nature | +3% |
Offense: Damage Penetration
| Nature | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 29.612114645632 (73.607947236566%) |
| Defense | 8 |
| Ranged Defense | 8 |
| Fatigue | 38 |
| Physical Save | 10 |
| Spell Save | 4 |
| Mental Save | 12 |
Defense: Resistances
| Cold | + 17%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 192 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Weaponsmithing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Armorsmithing | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Imbuing | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Accessory crafting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Toolsmithing | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Experimental imbuing | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Inventory management | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Blacksmith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| detrimental effect | The target's armour and saves are broken, reducing them by 14. Sunder Armour |
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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. | active |
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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 hands | sand iron gauntlets of strength (+2) (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 5 physical Dmg.mod +3% physical ----- def ----- Armour +7 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| On head | Glesenn (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +3 Con dps ---------- Phys.pwr +15 (+6 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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. |
| Charm Bandolier 6 | iron torque of gale force (bandolier 6) [power 105] (4/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 92 physical damage Puts Talent Bandolier Slot 6 on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| Main armor | Zubodamira the Forestkill (0 def, 12 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +18% light Res.pen +5% darkness +5% nature ----- def ----- Armour +12 Fatigue +22% A suit of armour made of metal plates. |
| Charm Bandolier 4 | elm totem of healing (bandolier 4) [power 116] (10/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts Talent Bandolier Slot 4 on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
| Charm Bandolier 2 | iron torque of gale force (bandolier 2) [power 100] (11/15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 88 physical damage Puts Talent Bandolier Slot 2 on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
| On feet | insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +5% fire ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Charm Bandolier 3 | elm wand of shielding (bandolier 3) [power 110] (12/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts Talent Bandolier Slot 3 on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| Light source | brass lantern 'Emelugalaith'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Apr +1 Melee Ret 2 physical 12 fire ----- def ----- Resists +6% fire Die.at -20.00 life ---------- misc Stam/turn +3.00 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. |
| On fingers | savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+7 eff.) Spell.save +7 (+7 eff.) Mind.save +7 (+7 eff.) Rings make your fingers look great! |
| Around waist | rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +12% A belt that goes around your waist. |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
| Charm Bandolier 1 | elm wand of conjuration (bandolier 1) [power 100] (12/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 85 acid damage Puts Talent Bandolier Slot 1 on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| In off hand | shocking steel shield of fire resistance (+16%) (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +16% fire ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | thick linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Charm Bandolier 5 | iron torque of mindblast (bandolier 5) [power 105] (14/15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 89 mind damage and silencing them for 4 turns Puts Talent Bandolier Slot 5 on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Inventory
movement infusion (speed 400%; cd 12)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 sneak (speed 511%; cd 13)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 increase movement speed by 511% 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 Cunning 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 warrior (speed 493%; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 493% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 3; phase 10; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 11; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 3; phase 14; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 26; dur 4; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 25.50 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 26; cd 15)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 26 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 39; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 162; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 162 damage for 3 turns. 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. |
Daimygrim (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Spell.pwr +15 (+7 eff.) Dmg.mod +20% darkness +9% mind ----- def ----- Armour +4 Hardiness +2% Crit.chn- 10.00% Phys.save +5 (+5 eff.) ---------- misc Mana/turn +0.22 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 5.04 cold damage and 5.19 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 111% Range: 1.3x Uses 55% Dex, 45% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
iron dagger 'Ravenwisp' (112% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 112% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit.r1 +4 fire On Hit: * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Res.pen +10% darkness Melee Ret 2 acid Sharp, short and deadly. |
Glorunn the Blazestreak (16/16, 122% power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Rare] Master Power 122% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 16 Proj.spd +100% Phasing +20% On Hit.r1 +12 fire On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
Maloroddablek (12/12, 120% power, 5 apr)3.0 T1 arrow ammo Reqs Dex 11 [Rare] Master Power 121% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +3.0% Capacity 12 Proj.spd +200% On Hit.r1 +12 physical While equipped: ---------- misc Reload +1 Arrows are used with bows to pierce your foes to death. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+12 eff.) Resists +15% cold +7% all ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
iron plate armour 'Deepspyre' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +7 Fatigue +22% Resists +19% lightning +6% light Spell.save +9 (+9 eff.) A suit of armour made of metal plates. |
Runakath the Scaldradiance1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +9% fire Res.pen +10% fire On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Phys.save +5 (+5 eff.) A belt that goes around your waist. |
Gloratira the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% mind ----- def ----- Armour +1 Resists +5% fire +5% arcane +6% cold Disease- +20% Teleport- +10% A pair of boots made of leather. |
rough leather cap 'Betinne' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/turn +0.04 Mana/s.crit +1.00 Vim/s.crit +2.00 A cap made of leather. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
5 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. |
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. |
Merand the Squalortrencher2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% blight +3% nature Disease- +10% ---------- 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. |
iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
4 balanced component (melee)0.0 Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Defense: +5 - +15 Disarm immunity: +20% - +50% Affinity: melee Components can be used to enhance items being crafted! |
clarifying component (hat)0.0 Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +10 Cun Mental save: +5 - +15 Affinity: hat Components can be used to enhance items being crafted! |
cleansing component (body)0.0 Infused by arcane disrupting forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% nature * +10% - +20% blight Affinity: body Components can be used to enhance items being crafted! |
component of accuracy (ammo)0.0 Crafted by a master Modifies crafted object: Weapon combat: Accuracy: +5 - +25 Affinity: ammo Components can be used to enhance items being crafted! |
component of acid (ranged)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 acid While equipped: Changes damage: * +8% - +22% acid Affinity: ranged Components can be used to enhance items being crafted! |
component of acid resistance (body)0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% acid Affinity: body Components can be used to enhance items being crafted! |
component of clarity (mindstar)0.0 Infused by psionic forces Modifies crafted object: While equipped: Mental save: +2 - +10 Maximum psi: +10.00 - +50.00 Affinity: mindstar Components can be used to enhance items being crafted! |
component of constitution (head)0.0 Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Con Affinity: head Components can be used to enhance items being crafted! |
component of darkness (robes)0.0 Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +15% - +45% darkness Changes damage: * +10% - +30% darkness Affinity: robes Components can be used to enhance items being crafted! |
4 component of erosion (melee)0.0 Infused by nature Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 nature Affinity: melee Components can be used to enhance items being crafted! |
component of fate (staff)0.0 Powered by arcane forces Modifies crafted object: While equipped: Physical save: +5 - +15 Spell save: +5 - +15 Mental save: +5 - +15 Spell crit. chance: +3% - +8% Affinity: staff Components can be used to enhance items being crafted! |
component of fire (robes)0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% fire Changes damage: * +10% - +30% fire Affinity: robes Components can be used to enhance items being crafted! |
component of fire resistance (body)0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% fire Affinity: body Components can be used to enhance items being crafted! |
component of frost (robes)0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +15% - +45% cold Changes damage: * +10% - +30% cold Affinity: robes Components can be used to enhance items being crafted! |
component of lightning resistance (body)0.0 Crafted by a master Modifies crafted object: While equipped: Changes resistances: * +15% - +30% lightning Affinity: body Components can be used to enhance items being crafted! |
2 component of magic (hands)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 4 - 19 arcane Burst on crit (radius 2): 5 - 15 arcane While equipped: Changes stats: * +2 - +6 Mag Changes damage: * +3% - +11% arcane Affinity: hands Components can be used to enhance items being crafted! |
component of massacre (melee)0.0 Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: melee Components can be used to enhance items being crafted! |
component of might (staff)0.0 Powered by arcane forces Modifies crafted object: While equipped: Spell crit. chance: +5% - +15% Affinity: staff Components can be used to enhance items being crafted! |
2 component of persecution (melee)0.0 Infused by arcane disrupting forces Modifies crafted object: Weapon combat: Damage against: +5% - +30% Unnatural While equipped: Changes stats: * +1 - +7 Wil Affinity: melee Components can be used to enhance items being crafted! |
component of power (staff)0.0 Powered by arcane forces Modifies crafted object: While equipped: Spellpower: +4 - +19 Affinity: staff Components can be used to enhance items being crafted! |
component of strength (head)0.0 Crafted by a master Modifies crafted object: While equipped: Changes stats: * +2 - +10 Str Affinity: head Components can be used to enhance items being crafted! |
component of summon tentacle (totem)0.0 Modifies crafted object: When activated: Summon a resilient tentacle. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them Affinity: totem This component can never be added to items which do not match its affinity. Components can be used to enhance items being crafted! |
component of the giants (belt)0.0 Crafted by a master Modifies crafted object: While equipped: Physical power: +2 - +12 Spell save: +5 - +15 Size category: +1 Affinity: belt Components can be used to enhance items being crafted! |
component of tirelessness (feet)0.0 Crafted by a master Modifies crafted object: While equipped: Stamina each turn: +0.30 - +1.30 Maximum stamina: +10.00 - +40.00 Affinity: feet Components can be used to enhance items being crafted! |
component of vileness (melee)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 blight On hit: * 5 - 30% chance to reduce strength, dexterity, and constitution by 12 Affinity: melee Components can be used to enhance items being crafted! |
2 deadly component (ammo)0.0 Crafted by a master Modifies crafted object: Weapon combat: Base Damage: +5 - +15 Affinity: ammo Components can be used to enhance items being crafted! |
enlightening component (body)0.0 Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +3 - +9 Cun * +3 - +9 Wil Mental save: +10 - +25 Affinity: body Components can be used to enhance items being crafted! |
flaming component (melee)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: melee Components can be used to enhance items being crafted! |
flaming component (ammo)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Burst on hit (radius 1): 5 - 20 fire Affinity: ammo Components can be used to enhance items being crafted! |
fungal component (ranged)0.0 Infused by nature Modifies crafted object: While equipped: Changes stats: * +1 - +7 Con Masteries: * +0.1 - +0.2 Wild-gift / Fungus When activated: regenerate 60 - 260 life over 5 turns Puts all charms on cooldown for 20 turns Affinity: ranged Components can be used to enhance items being crafted! |
3 gifted component (mindstar)0.0 Infused by nature Modifies crafted object: While equipped: Mindpower: +2 - +12 Affinity: mindstar Components can be used to enhance items being crafted! |
grounding component (hat)0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% lightning * +5% - +15% temporal Affinity: hat Components can be used to enhance items being crafted! |
3 hateful component (melee)0.0 Infused by psionic forces Modifies crafted object: Weapon combat: Damage on hit: 5 - 20 darkness Damage against: +5% - +20% Living Affinity: melee Components can be used to enhance items being crafted! |
insulating component (hat)0.0 Infused by nature Modifies crafted object: While equipped: Changes resistances: * +5% - +15% fire * +5% - +15% cold Affinity: hat Components can be used to enhance items being crafted! |
mindwoven component (hat)0.0 Infused by psionic forces Modifies crafted object: While equipped: Psi each turn: +0.10 - +0.40 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: hat Components can be used to enhance items being crafted! |
mindwoven component (robes)0.0 Infused by psionic forces Modifies crafted object: While equipped: Mental save: +15 - +30 Mindpower: +2 - +6 Mental crit. chance: +2% - +6% Affinity: robes Components can be used to enhance items being crafted! |
miner's component (feet)0.0 Crafted by a master Modifies crafted object: While equipped: Armour: +1 - +9 Infravision radius: +1 - +3 Affinity: feet Components can be used to enhance items being crafted! |
overpowered component (charm)0.0 Modifies crafted object: Charm power: 160% - 190% Charm cooldown: 120% - 150% Affinity: charm This component can never be added to items which do not match its affinity. Unique Ego Components can be used to enhance items being crafted! |
prismatic component (body)0.0 Powered by arcane forces Modifies crafted object: While equipped: Changes resistances: * +10% - +20% light * +10% - +20% darkness Affinity: body Components can be used to enhance items being crafted! |
regal component (cloak)0.0 Infused by psionic forces Modifies crafted object: While equipped: Changes stats: * +2 - +4 Wil Mental save: +5 - +15 Affinity: cloak Components can be used to enhance items being crafted! |
2 reinforced component (shield)0.0 Crafted by a master Modifies crafted object: Weapon combat: Block value: +20 - +100 While equipped: Armour: +1 - +11 Affinity: shield Components can be used to enhance items being crafted! |
resilient component (cloak)0.0 Infused by nature Modifies crafted object: While equipped: Maximum life: +30.00 - +60.00 Affinity: cloak Components can be used to enhance items being crafted! |
shielding component (hat)0.0 Powered by arcane forces Modifies crafted object: While equipped: Changes stats: * +2 - +10 Mag Spell save: +5 - +15 Affinity: hat Components can be used to enhance items being crafted! |
shimmering component (robes)0.0 Powered by arcane forces Modifies crafted object: While equipped: Changes damage: * +10% - +30% arcane Maximum mana: +10.00 - +110.00 Affinity: robes Components can be used to enhance items being crafted! |
stabilizing component (head)0.0 Crafted by a master Modifies crafted object: While equipped: Physical save: +10 - +25 Affinity: head Components can be used to enhance items being crafted! |
2 steady component (ranged)0.0 Crafted by a master Modifies crafted object: While equipped: Accuracy: +5 - +15 Physical crit. chance: +1.0% - +7.0% Affinity: ranged Components can be used to enhance items being crafted! |
steady component (hands)0.0 Infused by psionic forces Modifies crafted object: Weapon combat: Accuracy: +5 - +10 Talent on hit: Perfect Control (10% chance). While equipped: Accuracy: +5 - +10 Physical save: +5 - +10 Mental save: +5 - +10 Disarm immunity: +20% - +50% Affinity: hands Components can be used to enhance items being crafted! |
umbral component (hands)0.0 Powered by arcane forces Modifies crafted object: Weapon combat: Talent on hit: Moonlight Ray (20% chance). On hit: * 5 - 15% chance to reduce damage dealt by 15% While equipped: Damage (melee): 5 - 20 darkness Changes resistances: * +5% - +15% darkness Changes damage: * +3% - +11% darkness Affinity: hands Components can be used to enhance items being crafted! |
Achievements
Level 10 (Roguelike)
Got a character to level 10.By Alcean the Dwarf Artificer level 10
8th Profit 122nd year of Ascendancy at 20:34 see stats
Squadmate (Roguelike)
Escaped from Reknor alive with your squadmate Norgan.By Alcean the Dwarf Artificer level 5
19th Voratun 122nd year of Ascendancy at 05:26 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Alcean the Dwarf Artificer level 7
3rd Acquisition 122nd year of Ascendancy at 00:40 see stats
Unstoppable (Roguelike)
Returned from the dead.By Alcean the Dwarf Artificer level 12
17th Profit 122nd year of Ascendancy at 15:46 see stats
Log
Alcean hits Bill the Stone Troll for 94 physical damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 10 fire (14 total damage).
Bill the Stone Troll hits Alcean for 60 physical damage.
Alcean feels pain again.
Talent Bandolier Slot 1 is ready to use.
Forest troll misses Alcean.
Alcean activates her elm wand of conjuration (bandolier 1)!
Alcean is not dazed anymore.
Alcean hits Bill the Stone Troll for 46 acid damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 10 fire (14 total damage).
Bill the Stone Troll hits Alcean for 94 physical damage.
Talent Block is ready to use.
Alcean uses Block.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 10 fire (14 total damage).
Bill the Stone Troll hits Alcean for (38 blocked), 38 physical (38 total damage).
Alcean stops regenerating health quickly.
Talent Bandolier Slot 5 is ready to use.
Forest troll misses Alcean.
Alcean activates her iron torque of mindblast (bandolier 5)!
Bill the Stone Troll is silenced!
Bill the Stone Troll activates his tree trunk!
Alcean's armour is damaged!
Alcean hits Bill the Stone Troll for 96 mind damage.
Melee retaliation hits Bill the Stone Troll for 2 lightning, 2 physical, 10 fire (14 total damage).
Bill the Stone Troll hits Alcean for 66 physical damage.
Bill the Stone Troll uses Knockback.






















































