Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Possessor Bonus Class 1.7.4Donators/Buyers bonus! EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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.
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 23 / 94% |
Size | medium |
Lifes / Deaths | Killed by elven blood mage at level 17 on the 51st Dusk 122nd year of Ascendancy at 14:25 / 2Killed by Xulle the giant netherworm at level 23 on the 71st Haze 122nd year of Ascendancy at 04:29 |
Primary Stats
Strength | 19 (base 12) |
Dexterity | 71 (base 44) |
Constitution | 20 (base 10) |
Magic | 68 (base 53) |
Willpower | 32 (base 12) |
Cunning | 19 (base 10) |
Resources
Life | -238/587 |
Paradox | 402 |
Healing Factor | 1.1870588855781 |
Regeneration | 3.8579413781288 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 4 |
See Stealth | 25.01454764277 |
See Invisible | 25.01454764277 |
Offense: Mainhand
Damage | 74 |
Accuracy | 62 |
Crit Chance | 28% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 45 |
Accuracy | 62 |
Crit Chance | 26% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +16% |
Physical | +32% |
Cold | +9% |
All | 0% |
Lightning | +19% |
Light | +10% |
Temporal | +10% |
Fire | +9% |
Mind | +6% |
Offense: Damage Penetration
Physical | +35% |
Lightning | +17% |
Fire | +10% |
Acid | +25% |
Defense: Base
Armour (hardiness) | 10 (38.594633868923%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 16 |
Spell Save | 27 |
Mental Save | 39 |
Defense: Resistances
Lightning | + 24%( 70%) |
Acid | + 25%( 70%) |
Light | + 49%( 70%) |
Temporal | + 36%( 70%) |
Cold | + 29%( 70%) |
Physical | + 27%( 70%) |
Fire | + 28%( 70%) |
All | + 16%( 70%) |
Defense: Immunities
Disarm Resistance | 0% |
Pinning Resistance | 20% |
Blind Resistance | 22% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 242 damage for 3 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 51 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 Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 489% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Threaded Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Chronomancy / Speed Control | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 failed to protect the injured seer from death by Glayanne the weaver young. Escort: injured seer (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed snow giant kidney. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
On feet | Adoganne (5 def, 1 armour) Adoganne (5 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Physical Crit +1.0% Damage +3% acid +6% physical Ignore resists +15% acid defense ------ Armor +1 Defense +5 (+1 eff.) Unlife -60.00 life other ------- Stamina/turn +3.00 Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 168% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(86 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Adumida the rough leather cap (0 def, 1 armour) Adumida the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Wil +2 Cun +3 Con offense ------ Critical power +5.00% Physical Power +3 (+1 eff.) defense ------ Armor +1 Fatigue +1% Mind save +9 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 A cap made of leather. |
On hands | Airbreeze the dwarven-steel gauntlets (0 def, 2 armour) Airbreeze the dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +3 Mag +3 Wil +4 Cun offense ------ On-Hit 5 acid 4 cold 5 lightning 4 fire Damage +6% lightning +6% acid Ignore resists +10% acid Accuracy +5 (+1 eff.) Ignore Armor +5 On-Hit (Melee): * 20% chance to reduce armor by 34% defense ------ Armor +2 Fatigue +3% Resistance +6% lightning Life Regen +3.00 other ------- Stamina/turn +0.50 Max stamina +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 9 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Blastbearer (dig speed 19 turns) =+2CON= Blastbearer (dig speed 19 turns) =+2CON=3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Con defense ------ Defense +15 (+4 eff.) Resistance +3% lightning +3% temporal +9% light Physical save +3 (+3 eff.) Life +22.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ularofang Ularofang0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +1 Dex +5 Con offense ------ Physical Crit +4.0% Physical Power +7 (+2 eff.) Ignore resists +10% physical Accuracy +10 (+2 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
On fingers | steel ring 'Galewing' steel ring 'Galewing'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Critical power +5.00% Spellpower +6 (+2 eff.) Damage +10% temporal Ignore resists +5% lightning Accuracy +15 (+4 eff.) defense ------ Resistance +10% temporal Blind Resist +22% other ------- Max stamina +10.00 Infravision +4 See Stealth +5 See Invisibility +5 Rings make your fingers look great! |
Around neck | Porariara the Dawnrot Porariara the Dawnrot0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag offense ------ Damage +6% mind When Hit 2 light defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +20% other ------- Max vim +30.00 Amulets make your neck look great! |
In main hand | Shantiz the Stormblade (111% power, 20 apr) Shantiz the Stormblade (111% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 111% Range: 1.0x-1.3x Uses 0% Mag, 100% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Around waist | hardened leather belt 'Flashsweep' hardened leather belt 'Flashsweep'1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Wil offense ------ Spellpower +7 (+2 eff.) Damage +8% physical Ignore resists +10% fire +5% physical When Hit 6 arcane defense ------ Resistance +3% fire Mind save +14 (+5 eff.) Life +53.00 A belt that goes around your waist. |
In off hand | elemental stralite dagger (136% power, 9 apr) elemental stralite dagger (136% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Arcane Weapon Damage 137% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Create an explosion dealing 81 lightning damage (1/turn) While equipped: offense ------ Damage +13% lightning Ignore resists +12% lightning Sharp, short and deadly. |
Cloak | linen cloak 'Giba' (6 def, 6 armour) linen cloak 'Giba' (6 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +6 Defense +6 (+2 eff.) Resistance +3% cold Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe 'Velesewe' (0 def, 0 armour) woollen robe 'Velesewe' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Mind Crit +4% Mindpower +3 (+2 eff.) Damage +7% acid +18% physical +9% fire +9% cold Ignore resists +20% physical defense ------ Resistance +11% acid +13% physical +12% cold +11% fire +9% all Mind save +18 (+6 eff.) other ------- Stamina/turn +3.00 Mana/turn +0.13 Psi/turn +0.10 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
Fulyzor =+3CON= Fulyzor =+3CON=0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +3% mind defense ------ Defense +10 (+3 eff.) Healmod +5% Disease Resist +20% Stun Resist +20% Amulets make your neck look great! |
Unlightquake the steel ring Unlightquake the steel ring0.1 Encumbrance T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +3 Wil +5 Con offense ------ Physical Power +8 (+2 eff.) Damage +12% mind +3% darkness defense ------ Resistance +12% mind Life +20.00 Disarm Resist +21% Pinning Resist +20% Knockbk Resist +24% other ------- Mana/turn +0.12 Rings make your fingers look great! |
conjurer's steel ring conjurer's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +7 (+2 eff.) Rings make your fingers look great! |
pixie's steel ring of luminosity pixie's steel ring of luminosity0.1 Encumbrance T2 ring jewelry [Ego++] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +5 (+1 eff.) On-Hit 14 light On-Ranged-Hit 10 light Damage +12% light Rings make your fingers look great! |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 55% Dex, 45% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 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. |
steel dagger of shearing (104% power, 6 apr) steel dagger of shearing (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Ignore resists +6% all Accuracy +9 (+2 eff.) Ignore Armor +7 Sharp, short and deadly. |
Hurydir the ash longbow Hurydir the ash longbow4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Nature/Master Weapon Damage 66% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +5 Dex +9 Wil +8 Con offense ------ Physical Crit +3.0% Ignore resists +9% physical Accuracy +12 (+3 eff.) On-Hit (Ranged): * 20% chance to reduce strength, dexterity, and constitution by 24 defense ------ Resistance +3% blight +3% acid Life +39.00 Longbows are used to shoot arrows at your foes. |
acidic steel longsword of massacre (120% power, 3 apr) acidic steel longsword of massacre (120% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 121% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Splash the target with acid dealing 135 damage over 5 turns and reducing armor and accuracy by 17 Sharp, long, and deadly. |
Charged Focus (100% power, 24 apr, lightning damage) Charged Focus (100% power, 24 apr, lightning damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Weapon Damage 100% Range: 1.0x-1.1x Uses 50% Wil, 0% Mag, 30% Cun Damage Lightning Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +6% Mindpower +12 (+6 eff.) Damage +15% lightning Ignore resists +9% lightning defense ------ Resistance +15% lightning Mind save +9 (+3 eff.) other ------- Max psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
potent elm magestaff of illumination (107% power, 2 apr, fire element) potent elm magestaff of illumination (107% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane/Nature Weapon Damage 107% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +5 (+1 eff.) Damage +13% fire defense ------ Defense +5 (+1 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 80.26 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging short yew magestaff of greater warding (120% power, 4 apr, fire element) surging short yew magestaff of greater warding (120% power, 4 apr, fire element)3.0 Encumbrance T3 staff 1H weapon [Ego+] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Spellpower/crit +3 Damage +20% fire defense ------ Armor +7 Defense +9 (+3 eff.) other ------- Wards +3 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Polawen' (127% power, 4 apr, darkness element) yew starstaff 'Polawen' (127% power, 4 apr, darkness element)1.0 Encumbrance T3 staff 1H weapon [Random Unique] Arcane Weapon Damage 127% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Wil offense ------ Spell Crit +3% Critical power +10.00% Spellpower +12 (+4 eff.) Spellpower/crit +4 Damage +12% arcane +24% darkness defense ------ Resistance +12% darkness other ------- Max mana +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Brandwreck the steel waraxe (121% power, 3 apr) Brandwreck the steel waraxe (121% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Rare] Master Weapon Damage 122% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-Hit, radius 1 +16 fire While equipped: defense ------ Resistance +3% nature Mind save +9 (+3 eff.) Unlife -80.00 life Blind Resist +20% One-handed war axes. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shiverterror the rough leather belt =+5CON= Shiverterror the rough leather belt =+5CON=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Con offense ------ Physical Crit +1.0% defense ------ Armor +2 Defense +5 (+1 eff.) Resistance +8% cold +6% fire +1% physical A belt that goes around your waist. |
grounding hardened leather belt of resilience =LIGHTNING= grounding hardened leather belt of resilience =LIGHTNING=1.0 Encumbrance T3 belt armor [Ego] Nature While equipped: defense ------ Resistance +8% lightning +5% temporal Life +45.00 A belt that goes around your waist. |
linen cloak 'Duruhor' (6 def, 0 armour) =+4STR= linen cloak 'Duruhor' (6 def, 0 armour) =+4STR=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +4 Str +1 Dex +2 Cun offense ------ Critical power +5.00% defense ------ Defense +6 (+2 eff.) Physical save +3 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Iron Throne (1 def, 0 armour) =+2CON= resilient linen cloak of Iron Throne (1 def, 0 armour) =+2CON=2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con defense ------ Defense +1 (+0 eff.) Life +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Calm (15 def, 0 armour) The Calm (15 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun offense ------ Spellpower +20 (+6 eff.) Move Speed +10% Damage +25% lightning Ignore resists +15% lightning defense ------ Defense +15 (+4 eff.) Resistance +20% lightning +13% all Slow Projectiles +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
dreamer's cashmere robe (0 def, 0 armour) dreamer's cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +10% darkness +13% mind +11% all Physical save +10 (+7 eff.) Spell save +13 (+7 eff.) Mind save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of darkness (+15%) (0 def, 0 armour) focusing woollen robe of darkness (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag +5 Wil offense ------ Damage +10% darkness defense ------ Resistance +15% darkness +9% all other ------- Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of lightning (+18%) (0 def, 0 armour) =LIGHTNING= verdant cashmere robe of lightning (+18%) (0 def, 0 armour) =LIGHTNING=2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: Stats +2 Con offense ------ Damage +7% nature +12% lightning defense ------ Resistance +18% lightning +11% all Poison Resist +26% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel gauntlets 'Layirith' (0 def, 2 armour) =+3CON= dwarven-steel gauntlets 'Layirith' (0 def, 2 armour) =+3CON=1.5 Encumbrance T2 hands armor [Random Unique] Arcane While equipped: Stats +2 Mag +2 Wil +3 Con offense ------ On-Hit 10 light 5 temporal On-Ranged-Hit 9 temporal Damage +3% temporal +5% arcane +5% light defense ------ Armor +2 Fatigue +3% Resistance +8% light +8% temporal other ------- See Invisibility +6 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. |
scouring hardened leather gloves of sorrow (0 def, 2 armour) scouring hardened leather gloves of sorrow (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego++] Disrupt/Psionic While equipped: offense ------ Mindpower +4 (+2 eff.) On-Hit 15 mind 12 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 18 When Hit: * 15 arcane resource burn defense ------ Armor +2 Spell save +8 (+4 eff.) Mind save -13 (-7 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour) =LIGHTNING= Cloud Caller (0 def, 0 armour) =LIGHTNING=2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 31.67 to 95.01 lightning damage (63.34 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
rough leather armour of the deep (3 def, 3 armour) =WATER= rough leather armour of the deep (3 def, 3 armour) =WATER=9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +6% Resistance +6% acid +5% cold other ------- Breathe water A suit of armour made of leather. |
9 agate 9 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
535 alchemist agate 535 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 aquamarine 4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic Soul0.0 Encumbrance T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Sunshaper the iron pickaxe (dig speed 29 turns) Sunshaper the iron pickaxe (dig speed 29 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +15% light +5% nature Ignore Armor +6 When Hit 2 light defense ------ Resistance +3% lightning +6% light While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 Encumbrance egg misc [Unique] Nature While carried: other ------- Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
7 spinel 7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Puspyre Puspyre2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +3 Dex offense ------ Physical Power +5 (+1 eff.) Damage +6% nature +3% cold defense ------ Defense +5 (+1 eff.) Life +41.00 other ------- 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+1 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Shard of Crystalized Time Shard of Crystalized Time2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: Stats +4 Wil +2 Con offense ------ Damage +7% temporal defense ------ Defense +5 (+1 eff.) Anomaly Control +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet 2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Vernfolis the Shalore Temporal Warden level 13
12nd Dusk 122nd year of Ascendancy at 21:53 see stats
By Vernfolis the Shalore Temporal Warden level 21
73rd Dusk 122nd year of Ascendancy at 08:16 see stats
By Vernfolis the Shalore Temporal Warden level 21
71st Dusk 122nd year of Ascendancy at 12:24 see stats
By Vernfolis the Shalore Temporal Warden level 10
10th Mirth 122nd year of Ascendancy at 08:32 see stats
By Vernfolis the Shalore Temporal Warden level 20
68th Dusk 122nd year of Ascendancy at 19:42 see stats
By Vernfolis the Shalore Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 06:48 see stats
By Vernfolis the Shalore Temporal Warden level 16
36th Dusk 122nd year of Ascendancy at 21:45 see stats
By Vernfolis the Shalore Temporal Warden level 22
75th Dusk 122nd year of Ascendancy at 15:58 see stats
By Vernfolis the Shalore Temporal Warden level 17
49th Dusk 122nd year of Ascendancy at 09:46 see stats
By Vernfolis the Shalore Temporal Warden level 17
51st Dusk 122nd year of Ascendancy at 14:26 see stats
By Vernfolis the Shalore Temporal Warden level 5
2nd Mirth 122nd year of Ascendancy at 17:10 see stats
Log
Deadly Poison from Xulle the giant netherworm hits Vernfolis for 20 nature damage.
Mouse input temporarily disabled.
Mouse input temporarily disabled.
Vernfolis casts Rune: Shielding.
A shield forms around Vernfolis.
Vernfolis casts Dimensional Step.
You do not have line of sight.
Vernfolis uses Infusion: Movement.
Vernfolis is moving at extreme speed!
Vernfolis slows down.
Vernfolis misses Something.
Vernfolis misses Something.
Something hits Vernfolis for (118 absorbed), 0 physical, (29 absorbed), 0 lightning (0 total damage).
Talent Breach is ready to use.
Talent Fold Warp is ready to use.
Deadly Poison from Xulle the giant netherworm hits Vernfolis for (15 absorbed), 0 nature (0 total damage).
Vernfolis performs a melee critical strike against Something!
Vernfolis calls forth a temporal warden from another timeline.
Vernfolis hits Something for 110 physical, 4 acid, 5 lightning, 3 cold, 3 fire, 13 light, 14 physical, 13 temporal, 37 physical, 4 acid, 5 lightning, 3 cold, 3 fire, 13 light, 13 temporal, 69 lightning (313 total damage).
Deadly Poison from Xulle the giant netherworm hits Vernfolis for (17 absorbed), 0 nature (0 total damage).
Vernfolis misses Something.
Vernfolis hits Something for 45 physical, 4 acid, 5 lightning, 3 cold, 3 fire, 13 light, 13 temporal (86 total damage).
Your shield crumbles under the damage!
The shield around Vernfolis crumbles.
Poison bursts out of Vernfolis's corpse!
Something hits Vernfolis for (63 absorbed), 214 physical (214 total damage).
Vernfolis the level 23 shalore temporal warden was tortured to death by Xulle the giant netherworm on level 1 of Daikara.