








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.8 |
| Addons | Escort Rescheduling 1.3.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Nur Kit 1.4.0Places guaranteed water-breathing equipment in Last Hope's lost merchant store and makes it available via an NPC in Irkkk. In the Embers of Rage DLC, also places similar gear in various stores in Kruk Pride. In the Hammer of Urh'Rok campaign, places water-breathing gear in Lake of Nur. Item Link Verification 1.0.1Simple addon to request confirmation before linking items into chat. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.5.5This 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 Improved Auto-explore and Rest 1.5.5Quality 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: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Skeleton |
| Class | Brawler |
| Level / Exp | 30 / 46% |
| Size | medium |
| Lifes / Deaths | Killed by snow giant boulder thrower at level 18 on the 4th Decay 122nd year of Ascendancy at 11:16 0 / 7Killed by Silerenor the xorn at level 18 on the 4th Decay 122nd year of Ascendancy at 15:09 Killed by Grand Corruptor at level 19 on the 2nd Wintertide 123rd year of Ascendancy at 23:30 Killed by worm that walks at level 19 on the 4th Allure 123rd year of Ascendancy at 10:34 Killed by worm that walks at level 23 on the 30th Pyre 123rd year of Ascendancy at 11:21 Killed by Mayyldavea the luminous horror at level 27 on the 67th Pyre 123rd year of Ascendancy at 14:47 Killed by Corrupted Oozemancer at level 30 on the 36th Dusk 123rd year of Ascendancy at 18:10 |
Primary Stats
| Strength | 50 (base 18) |
| Dexterity | 60 (base 53) |
| Constitution | 49 (base 22) |
| Magic | 18 (base 10) |
| Willpower | 27 (base 10) |
| Cunning | 59 (base 49) |
Resources
| Life | -72/945 |
| Stamina | 126/169 |
| Healing Factor | 1.5971232876711 |
| Regeneration | 15.160331826427 |
Speed
| Mental | -10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +133.27719409802% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 36.114050962765 |
| See Invisible | 36.114050962765 |
Offense: Barehand
| Damage | 93 |
| Accuracy | 58 |
| Crit Chance | 44% |
| APR | 10 |
| Speed | 1.06 |
Offense: Spell
| Spellpower | 22 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +8% |
| Lightning | +10% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| Temporal | +18% |
| Lightning | +25% |
| Mind | +20% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 85.451443447813 (97.5%) |
| Defense | 46 |
| Ranged Defense | 49 |
| Fatigue | 29 |
| Physical Save | 45 |
| Spell Save | 41 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 21%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 28%( 70%) |
| Temporal | + 29%( 70%) |
| Darkness | + 37%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 81 with a minimum range of 15. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 341 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 363 damage for 6 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Tactical | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Pugilism | 1.50 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Technique / Combat veteran | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Vile life | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 3/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.10 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Exploit Weakness |
| talent | Precise Strikes |
| talent | Chant of Fortress |
| talent | Striking Stance |
| detrimental effect | The target is on fire, taking 0.60 fire damage per turn. Burning |
| detrimental effect | Reduces global action speed by 15%. Slow |
| beneficial effect | Countering melee attacks: Has a 45% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | Increases global action speed by 48%. Speed |
| beneficial effect | The target is in the middle of a combo chain and has earned 5 combo points. 5 Combo |
| beneficial effect | The target is recovering 27 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
Quests
You have found a clue on the strange soldier about more like him all over. A Great DisturbanceOne of them keeps a special prisoner it says. You have found the 'prisoner' and it seems to have decided to like you. | done |
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Heart of the Gloom. Escort: lone alchemist (level 1 of Heart of the Gloom)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Burb the snow giant champion. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You failed to protect the repented thief from death by wretchling. Escort: repented thief (level 8 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 194. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of drakeskin leather boots 'Nightbore' (0 def, 14 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +5.00% Spell.pwr +6 (+3 eff.) Res.pen +18% temporal +17% darkness +20% mind ----- def ----- Armour +14 Fatigue +5% Resists +30% darkness +22% temporal Def/telep +19 Res/telep +19% Dur/telep +24% ---------- misc Hate/m.crit +4.00 Infravis +2 A pair of boots made of leather. |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +10 Crit +10.0% Atk.spd 133% On Hit: 5% Implode 1 On Hit: 5% Perfect Control 1 On Hit: 5% Quick as Thought 3 On Hit: 20% Poisonous Bite 3 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy and haul them towards you. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 1/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
| On fingers | warrior's copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% lightning ----- def ----- Armour +6 Resists +20% lightning Rings can have magical properties. |
| Around neck | Pyreblood0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% fire Res.pen +25% lightning Melee Ret 20 fire ----- def ----- Resists +24% fire Amulets can have magical properties. |
| Main armor | impenetrable dwarven-steel mail armour of Eyal (3 def, 15 armour)14.0 T3 heavy armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +15 Defense +3 (+1 eff.) Fatigue +16% Max.HP +60.00 HP.reg +1.90 Heal.mod +14% A suit of armour made of mail. |
| Light source | Aerorain1.0 T3 lite [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Con dps ---------- Mind.crit +6% Mind.pwr +8 (+3 eff.) ----- def ----- Armour +4 Resists +8% blight +12% nature Phys.save +20 (+7 eff.) Mind.save +8 (+3 eff.) HP.reg +2.90 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| Cloak | thick cashmere cloak of protection (2 def, 7 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +13% cold Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Galygas the Undeathsmash1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% nature ----- def ----- Armour +6 Defense +9 (+3 eff.) Rng.Def +9 (+3 eff.) Resists +6% acid +7% physical Spell.save +30 (+10 eff.) HP.reg +1.30 Heal.mod +19% A belt that goes around your waist. |
Inventory
Infusion of Wild Growth (Rad 5 for 10 turns)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 54.14 physical damage and 100.27 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
invisibility rune of the warrior (power 16 for 8 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 16) for 8 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
lightning rune of the titan (361 lightning damage)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 120.34 to 361.02 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) 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 ability. |
shielding rune of the duelist (absorb 230 for 5 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 230 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 299 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 299 damage for 4 turns. 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 ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +17% mind Confus- +28% Amulets can have magical properties. |
clarifying steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +21% Amulets can have magical properties. |
copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets can have magical properties. |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
gold amulet of magic (+5)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +5 Mag Amulets can have magical properties. |
grounding steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +11% lightning Stun/Frz- +28% Amulets can have magical properties. |
insulating gold amulet of willpower (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Wil ----- def ----- Resists +13% cold +10% fire Amulets can have magical properties. |
insulating stralite amulet of cunning (+4)0.1 T4 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% cold +12% fire Amulets can have magical properties. |
restful copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% HP.reg +1.00 Amulets can have magical properties. |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% temporal Pinning- +20% Knockbk- +21% Amulets can have magical properties. |
stabilizing steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +20% Amulets can have magical properties. |
stabilizing stralite amulet of the fish0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +18% temporal +15% cold Pinning- +26% Knockbk- +32% ---------- misc Breathe water Amulets can have magical properties. |
starlit steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +14% light +12% darkness Blind- +26% Amulets can have magical properties. |
steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets can have magical properties. |
steel amulet of strength (+5)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +5 Str Amulets can have magical properties. |
steel amulet of strength (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str Amulets can have magical properties. |
Drosarath the gold ring0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Con dps ---------- Dmg.mod +15% acid Apr +2 ----- def ----- Resists +30% acid +3% blight Phys.save +9 (+3 eff.) Die.at -20.00 life Rings can have magical properties. |
Earebers the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun +4 Con dps ---------- Dmg.mod +12% mind Melee Ret 12 temporal ----- def ----- Resists +12% mind Crit.dmg- 15.00% ---------- misc Light +2 Rings can have magical properties. |
Hurubar0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +18% blight Res.pen +10% arcane +15% blight Melee Ret 16 blight ----- def ----- Resists +6% blight Rings can have magical properties. |
Liselraba the stralite ring0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +12 (+3 eff.) Dmg.mod +18% lightning +9% physical ----- def ----- Resists +36% lightning +6% temporal +6% light +6% blight +12% nature +5% physical Max.HP +50.00 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 23 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Runintir0.1 T2 ring jewelry [Rare] Master While equipped: ----- def ----- Resists +15% lightning +3% physical +5% arcane Phys.save +10 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +17 (+6 eff.) Poison- +30% Cut- +15% Disarm- +15% Rings can have magical properties. |
Zeruvor the Pitchbraid0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +21% darkness Res.pen +10% lightning +10% darkness Melee Ret 8 darkness ----- def ----- Resists +22% nature Rings can have magical properties. |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +6 (+2 eff.) Confus- +21% Rings can have magical properties. |
marksman's gold ring of arcana(+0.20/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Silence- +32% ---------- misc Mana/turn +0.20 Rings can have magical properties. |
psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Max.HP +21.00 Disarm- +28% Pinning- +24% Knockbk- +22% Rings can have magical properties. |
rogue's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+1 eff.) Resists +20% fire Rings can have magical properties. |
rogue's gold ring of corrosion (+20%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +8 (+3 eff.) Resists +20% acid Rings can have magical properties. |
rogue's stralite ring of arcana(+0.10/turn)0.1 T4 ring jewelry [Ego] Arcane/Master While equipped: Stats +5 Cun ----- def ----- Defense +10 (+3 eff.) Silence- +24% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
savior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Phys.save +8 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +15 (+5 eff.) Confus- +21% Rings can have magical properties. |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+3 eff.) Rings can have magical properties. |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Rings can have magical properties. |
titan's stralite ring of clarity0.1 T4 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Confus- +30% Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
warrior's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +2 Str ----- def ----- Armour +4 Mind.save +6 (+2 eff.) Confus- +21% Rings can have magical properties. |
warrior's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% cold ----- def ----- Armour +6 Resists +22% cold Rings can have magical properties. |
warrior's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings can have magical properties. |
warrior's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% light ----- def ----- Armour +4 Resists +24% light Rings can have magical properties. |
wizard's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Spell.save +4 (+2 eff.) Rings can have magical properties. |
wizard's gold ring0.1 T3 ring jewelry [Ego] Arcane While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+3 eff.) Rings can have magical properties. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
insulating hardened leather belt of shielding1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Resists +7% cold +5% fire Create a temporary shield that absorbs 176 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
rough leather belt 'Tulydar'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun dps ---------- Mind.crit +1% Crit.mult +10.00% Dmg.mod +3% mind ----- def ----- Resists +6% cold +7% fire ---------- misc Telepathy Humanoid/Orc A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +8 Infravis +4 A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Nerisetira (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +1 Mag +2 Wil ----- def ----- Armour +3 Fatigue -6% Resists +9% blight Spell.save +3 (+1 eff.) ---------- misc Spell.cld 10% Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Xodheta (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +6.00% Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +3% Max.HP +10.00 HP.reg +0.60 Heal.mod +15% ---------- misc Stam/turn +0.50 Max.stam +14.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Brightkin the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee Ret 20 fire ----- def ----- Armour +2 Resists +5% arcane +15% fire Unarmed combat: Power 24.0 - 26.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +8 arcane +8 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Carrionvault the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Res.pen +10% nature ----- def ----- Armour +1 HP.reg +1.20 ---------- misc Stam/turn +0.70 Max.stam +15.00 Telepathy Dragon Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +4 nature On Hit: 10% Slumber 1 On Hit: * Slows global speed by 20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 51.23 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Isaseldarin the Sparkvault (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 fire Dmg.mod +15% mind +5% fire ----- def ----- Armour +2 Resists +6% lightning +7% fire Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +12 lightning On Crit.r2 +10 fire On Hit: 10% Fire Breath 3 On Hit: * 40% chance to cause random gloom Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Koryrab the rough leather gloves (3 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +1 Defense +3 (+1 eff.) Rng.Def +3 (+1 eff.) Resists +12% lightning +9% cold Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +45% Teleport- +5% Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +7 Apr +1 Crit +1.0% Atk.spd 167% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +7 Crit +1.0% Atk.spd 167% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 173.19 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
Xanama (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Dmg.mod +7% arcane +3% blight ----- def ----- Armour +1 Resists +5% arcane ---------- misc Max.vim +10.00 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Melee+ +6 arcane On Hit.r1 +8 arcane On Crit.r2 +6 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Xeryravea the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: Stats +2 Str +6 Mag +6 Wil dps ---------- Dmg.mod +8% arcane +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +2 Crit.dmg- 10.00% ---------- misc Infravis +3 See.Invis +9 Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% Melee+ +10 arcane On Crit.r2 +10 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
corrosive hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 8 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +5% acid Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Crit.r2 +7 acid On Hit: 10% Acid Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Blazewill' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +30% mind Res.pen +10% light Acc +14 (+4 eff.) Melee Ret 8 mind ----- def ----- Armour +2 Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +8 Apr +3 Crit +10.0% Atk.spd 167% Melee+ +16 mind On Hit: * 40% chance to blind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar hardened leather gloves of strength (+4) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 7 cold Dmg.mod +5% cold ----- def ----- Armour +2 Resists +5% cold Unarmed combat: Power 23.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Crit.r2 +9 ice On Hit: 10% Ice Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 lightning Dmg.mod +3% lightning Acc +16 (+4 eff.) ----- def ----- Armour +2 Resists +5% lightning Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +7 Apr +3 Crit +9.0% Atk.spd 167% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 6 lightning Dmg.mod +6% lightning ----- def ----- Armour +2 Resists +6% lightning Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +3 Crit +3.0% Atk.spd 167% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aeryminne (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str +3 Dex +4 Mag +5 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+5 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 19% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 13%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
rejuvenating steel mail armour of Eyal (2 def, 6 armour)14.0 T2 heavy armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Max.HP +40.00 HP.reg +3.40 Heal.mod +14% ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
drakeskin leather armour 'Zanudraldir' (16 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +4 Wil +4 Mag dps ---------- Phys.crit +5.0% Spell.crit +1% Res.pen +15% acid Apr +13 Melee Ret 13 light ----- def ----- Armour +8 Defense +16 (+5 eff.) Fatigue +8% Resists +27% blight +15% darkness +27% acid Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.70 Mana/s.crit +2.00 Light +2 Second Wind: (Instant) Puts all charms on 35 cooldown Level 4.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 101 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
high-capacity quiver of elven-wood arrows (56/56, 44-61.6 power, 14 apr)3.0 T4 arrow ammo [Ego] Master Power 44.0 - 61.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 56 While equipped: ---------- misc Reload +6 Arrows are used with bows to pierce your foes to death. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
149 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
10 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
14 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lightwilter2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +1.0% Crit.mult +3.00% Dmg.mod +6% mind ----- def ----- Armour +2 Phys.save +9 (+3 eff.) ---------- misc Stam/turn +0.60 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 67.00 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 67.00 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Spectral Cage0.0 T3 lite [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% cold Res.pen +10% cold ----- def ----- Resists +20% cold ---------- misc Light +5 Cooldown Chill of the Tomb -2 Release a will o' the wisp that will explode against your foes for 155 cold damage (based on your Magic). Uses 20 power out of 20/20 This ancient, weathered lantern glows with a pale blue light emanating from several ghostly forms trapped within. The metal is icy cold to the touch. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (79 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Torchcut2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Melee Ret 4 physical ----- def ----- Armour +4 Resists +6% fire Phys.save +20 (+7 eff.) ---------- misc Max.stam +20.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire Mind.save +6 (+2 eff.) ---------- misc Light +2 See.Stealth +6 See.Invis +6 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. |
Miniature R2D2 Miniature R2D21.0 T3 mechanical misc [Plot Item] Unknown While carried: Stats +5 Cun +5 Wil Fire a jolt of lightning that has 50% chance to daze (damage based on your willpower or cunning). Uses 50 power out of 100/100 Activation is instant. This strange mechanical contraption seems to be kind of alive and keenly aware of you. It has taken a liking to you and seems intent on helping you. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling'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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 356.16 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'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. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 59 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
overpowered steel torque of kinetic psionic shield [power 87] (26 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns Puts all charms on 26 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of clear mind [power 2] (12 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Boltglean the ash totem of thorny skin [power 28] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +7 Con +6 Wil dps ---------- Res.pen +5% lightning ---------- misc Light +2 Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +6 Con +7 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
10 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. |
overpowered elm wand of conjuration [power 139] (13 cooldown)2.0 T1 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 69 to 139 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Reqzij the Skeleton Brawler level 28
3rd Mirth 123rd year of Ascendancy at 18:39 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Reqzij the Skeleton Brawler level 22
40th Regrowth 123rd year of Ascendancy at 21:59 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Reqzij the Skeleton Brawler level 28
77th Pyre 123rd year of Ascendancy at 11:55 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Reqzij the Skeleton Brawler level 14
23rd Haze 122nd year of Ascendancy at 05:10 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Reqzij the Skeleton Brawler level 29
7th Dusk 123rd year of Ascendancy at 05:31 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Reqzij the Skeleton Brawler level 16
66th Haze 122nd year of Ascendancy at 09:02 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Reqzij the Skeleton Brawler level 27
67th Pyre 123rd year of Ascendancy at 01:03 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Reqzij the Skeleton Brawler level 26
45th Pyre 123rd year of Ascendancy at 06:34 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Reqzij the Skeleton Brawler level 20
3rd Regrowth 123rd year of Ascendancy at 15:58 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Reqzij the Skeleton Brawler level 10
5th Flare 122nd year of Ascendancy at 18:52 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Reqzij the Skeleton Brawler level 20
3rd Regrowth 123rd year of Ascendancy at 12:03 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Reqzij the Skeleton Brawler level 30
7th Dusk 123rd year of Ascendancy at 05:31 see stats
May the 4th be with you!
.By Reqzij the Skeleton Brawler level 22
28th Regrowth 123rd year of Ascendancy at 13:03 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Reqzij the Skeleton Brawler level 13
42nd Dusk 122nd year of Ascendancy at 04:56 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Reqzij the Skeleton Brawler level 18
3rd Decay 122nd year of Ascendancy at 01:58 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Reqzij the Skeleton Brawler level 22
40th Regrowth 123rd year of Ascendancy at 21:59 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Reqzij the Skeleton Brawler level 11
1st Dusk 122nd year of Ascendancy at 06:54 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Reqzij the Skeleton Brawler level 22
40th Regrowth 123rd year of Ascendancy at 21:59 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Reqzij the Skeleton Brawler level 16
63rd Haze 122nd year of Ascendancy at 03:07 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Reqzij the Skeleton Brawler level 11
4th Dusk 122nd year of Ascendancy at 06:45 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Reqzij the Skeleton Brawler level 18
2nd Decay 122nd year of Ascendancy at 04:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Reqzij the Skeleton Brawler level 28
77th Pyre 123rd year of Ascendancy at 00:19 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Reqzij the Skeleton Brawler level 18
3rd Decay 122nd year of Ascendancy at 13:26 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Reqzij the Skeleton Brawler level 27
76th Pyre 123rd year of Ascendancy at 22:52 see stats
Log
Corrupted Oozemancer's corrosive nature intensifies!
Corrupted Oozemancer hits Reqzij for (15 resist armour), 355 nature (355 total damage).
Mucus ooze hits Reqzij for (15 resist armour), 77 nature (78 total damage).
Crimson ooze misses Reqzij.
Reqzij performs a melee critical strike against Crimson ooze!
Reqzij throws Crimson ooze to the ground!
Crimson ooze is dazed!
Crimson ooze misses Reqzij.
Green ooze misses Reqzij.
Mucus ooze uses Slime Spit.
Mucus ooze hits Reqzij for (15 resist armour), 95 nature (95 total damage).
Crimson ooze hits Reqzij for (0 resist armour), 0 fire (0 total damage).
Crimson ooze hits Reqzij for (0 resist armour), 0 fire (0 total damage).
Reqzij hits Crimson ooze for 243 physical damage.
Reqzij hits Crimson ooze for 21 fire damage.
Reqzij hits Crimson ooze for 21 fire damage.
Reqzij receives 37 healing.
Reqzij uses Blinding Speed.
Reqzij speeds up.
Reqzij performs a melee critical strike against Mucus ooze!
Reqzij receives 37 healing.
Reqzij hits Mucus ooze for 153 physical, 203 physical (357 total damage).
Crimson ooze misses Reqzij.
Mucus ooze misses Reqzij.
Talent Double Strike is ready to use.
Burning from Crimson ooze hits Reqzij for (0 resist armour), 0 fire (0 total damage).
Reqzij receives 44 healing.
Corrupted Oozemancer uses Acidbeam.
Saving game...
























































































































