Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Commando class 1.3.0Adds the Commando warrior class to ToME. Uses a combination of archery, grappling, and stealth techniques. A lifetime of training in archery, hand-to-hand combat, and stealth Archery Fix 1.3.0Addon which fixes ranged weapon/ammo on hit, on crit, on kill effects. Items Vault 1.3.0Donators/Buyers bonus! More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Improved player targetting 1.2.0Player's targetting improvements. Improved Auto-explore and Rest 1.3.1Quality 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. Adventurer Tweaks 1.2.5Tweaks the Adventurer class so that its skill multipliers are equal to 1.3, as well as adding 3 stat poits, and two extra generic and talent points. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Dwarf |
Class | Commando |
Level / Exp | 44 / 68% |
Size | medium |
Lifes / Deaths | Killed by Cindeiel the thalore at level 20 on the 36th Profit 122nd year of Ascendancy at 10:56 / 2Killed by Layawyn the elven elite warrior at level 44 on the 13rd Wealth 122nd year of Ascendancy at 10:48 |
Primary Stats
Strength | 69 (base 60) |
Dexterity | 17 (base 10) |
Constitution | 38.571914282662 (base 45) |
Magic | 13 (base 10) |
Willpower | 37 (base 13) |
Cunning | 76 (base 60) |
Resources
Life | -79/1390 |
Stamina | 344/344 |
Healing Factor | 1.27 |
Regeneration | 8.5725000000005 |
Speed
Mental | -57.660561746394% |
Attack | -57.660561746394% |
Movement | +70.229102476677% |
Spell | -57.660561746394% |
Global | +100% |
Vision
Sight | 10 |
Lite | -995 |
Infravision | 10 |
See Invisible | 18 |
Stealth | 63.656540103613 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 107 |
Accuracy | 51 |
Crit Chance | 49% |
APR | 19 |
Speed | 2.36 |
Offense: Spell
Spellpower | 19 |
Crit Chance | 22% |
Speed | 2.361864118296 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 40.766666666667 |
Crit Chance | 27% |
Speed | 2.361864118296 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 3.2166445358541 (48.103448275862%) |
Defense | 18.88914770803 |
Ranged Defense | 18.88914770803 |
Fatigue | 0 |
Physical Save | 51.508389999644 |
Spell Save | 40.125 |
Mental Save | 56.141666666667 |
Defense: Resistances
All | + 10%( 70%) |
Defense: Immunities
Disarm Resistance | 38% |
Instadeath Resistance | 100% |
Confusion Resistance | 10% |
Stun Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 12% |
Silence Resistance | 25% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 20% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (236% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Taints | Effective talent level: 1.0 Taint: Blood SnareUse mode: Activated Range: 8 Cooldown: 17 Travel Speed: instantaneous Usage Speed: Spell (236% of a turn) Is: a spell Description: Hurl a blood bomb at the target, when it hits it will explode doing 130.80 blight damage and pin them for 6 turns. You will loose 12 life to create the bomb. Scales with Taintmarks, which will increase when you inscribe a Taint. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 462% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Technique / Close quarters combat | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Tireless Combatant | 1.20 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Subterfuge | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Grappling | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Commando | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 5/5 |
Cunning / Advanced survivalism | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Arrow priming | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Survival | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Field control | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Explosive Entrance |
talent | Death Grip |
talent | Subterfuge |
talent | Lacerating Strikes |
talent | Chant of Fortress |
detrimental effect | The target is crippled, reducing melee, spellcasting and mind speed by 58%. Cripple |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
detrimental effect | The target has been splashed with acid, taking 16.11 acid damage per turn, reducing armour by 25 and attack by 21. Acid Splash |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target gains 100% stun, daze and pinning immunity. Free Action |
detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
detrimental effect | The target is infected by a disease, reducing its constitution by 23 and doing 37.67 blight damage per turn. Rotting Disease |
beneficial effect | The target ignores pain, reducing all damage taken by 20%. Pain Suppression |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | 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 within2 lumberjacks have died. | done |
Equipment
On feet | Glimmerusher (0 def, 3 armour) Glimmerusher (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes stats: +3 Dex / +2 Wil / +4 Cun Changes damage: +6% light Critical mult.: +10.00% Maximum encumbrance: +26 Physical save: +6 (+2 eff.) Life regen: +1.70 Mindpower: +6 (+2 eff.) Light radius: +1 Healing mod.: +12% It can be used to activate talent Disengage, placing all other charms into a 13 cooldown : Effective talent level: 3.6 Power cost: 13 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 5 grids from your target. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | quiver of elm arrows (22/22, 11.5-16.1 power, 5 apr) quiver of elm arrows (22/22, 11.5-16.1 power, 5 apr)Requires: - Cunning 11 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 11.5 - 16.1 Uses stats: 70% Cun, 50% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 22 Arrows are used with bows to pierce your foes to death. |
Light source | Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 2 (based on Magic) detrimental mental effects, costing 35 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | linen headband (0 def, 0 armour) linen headband (0 def, 0 armour)0.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: You have never taken it off. Could grant infinite ammo, conceivably. |
Tool | iron pickaxe 'Hettehor' (dig speed 8 turns) iron pickaxe 'Hettehor' (dig speed 8 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Physical power: +6 (+2 eff.) Changes stats: +4 Str Changes resistances penetration: +5% arcane Changes damage: +6% arcane Critical mult.: +11.00% Reduces incoming crit damage: 15.00% Maximum life: +22.00 Maximum stamina: +17.00 Lowers spell cool-downs by: 10% Light radius: +3 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ashserpent the copper ring Ashserpent the copper ringPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 fire Changes stats: +3 Cun / +3 Mag Changes resistances: +3% blight Changes damage: +9% blight Silence immunity: +25% Mana each turn: +0.10 Spellpower: +6 (+4 eff.) Rings can have magical properties. |
On fingers | Flarekarma the copper ring Flarekarma the copper ringInfused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +9 Defense: +8 (+5 eff.) Damage when hit (Melee): 4 fire Changes resistances: +6% blight / +6% fire / +6% nature / +3% mind Changes resistances penetration: +5% mind / +15% fire Changes damage: +15% mind Physical save: +8 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Poison immunity: +12% Disease immunity: +13% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.4 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around waist | Malodraneg MalodranegInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Str / +4 Dex / +4 Cun / +6 Lck Changes resistances: +6% nature / +6% fire Trap disarming bonus: +9 Stealth bonus: +6 Physical save: +3 (+1 eff.) Spell save: +6 (+2 eff.) Maximum life: +32.00 Maximum stamina: +15.00 Infravision radius: +3 A belt that goes around your waist. |
In main hand | Saluba the stralite waraxe (31-43.4 power, 5 apr) Saluba the stralite waraxe (31-43.4 power, 5 apr)Requires: - Strength 35 Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 4 Base power: 31.0 - 43.4 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 40% chance to disease On weapon crit: * wounds the target reducing their healing * splashes the target with acid * cripple the target Damage (Melee): +13 acid / +10 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +13 ice When wielded/worn: Physical crit. chance: +21.0% Physical power: +13 (+3 eff.) Armour: +11 Changes stats: +2 Mag Changes resistances penetration: +5% blight / +11% cold Changes damage: +3% arcane Spell save: +20 (+7 eff.) Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +2 It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. One-handed war axes. |
On hands | Infernohash (0 def, 5 armour) Infernohash (0 def, 5 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +5% arcane / +6% fire Changes resistances penetration: +10% arcane Changes damage: +3% arcane Mental save: +7 (+2 eff.) Life regen: +3.10 Stamina each turn: +1.20 Psi each turn: +0.14 Maximum life: +40.00 Maximum stamina: +15.00 When used to modify unarmed attacks: Base power: 10.5 - 11.6 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +3 Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 1). When this weapon hits: Slumber (10% chance level 1). When this weapon hits: Second Wind (10% chance level 1). Burst (radius 1) on hit: +4 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Galepython the steel mail armour (2 def, 6 armour) Galepython the steel mail armour (2 def, 6 armour)Requires: - Strength 20 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+2 eff.) Fatigue: +14% Damage when hit (Melee): 13 physical Changes stats: +2 Wil Changes resistances: +19% acid / +9% lightning Changes resistances penetration: +15% lightning Grants telepathy: Dragon Life regen: +1.70 Maximum life: +53.00 Light radius: +2 See invisible: +12 Healing mod.: +15% A suit of armour made of mail. |
Cloak | Glatha the Pyreking (1 def, 0 armour) Glatha the Pyreking (1 def, 0 armour)Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 12 fire / 12 temporal Changes stats: +2 Dex / +3 Wil / +5 Cun Changes resistances penetration: +5% fire Changes damage: +6% temporal / +3% fire Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Only die when reaching: -50.00 life Mental crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
This item will automatically be transmogrified when you leave the level. manasurge rune of the titan (1555% regen over 10 turns; 78 instant mana)manasurge rune of the titan (1555% regen over 10 turns; 78 instant mana) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (236% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1555% over 10 turns and instantly restoring 78 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Cyreth' copper amulet 'Cyreth'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Con Changes resistances penetration: +15% arcane / +15% blight Changes damage: +3% blight / +6% physical Physical save: +7 (+2 eff.) Life regen: +0.70 Maximum life: +35.00 Spellpower: +4 (+2 eff.) Spell crit. chance: +1% Combat speed: +10% Amulets can have magical properties. |
copper amulet of constitution (+3) copper amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level. insidious stralite dagger of projection (28.5-37.05 power, 9 apr)insidious stralite dagger of projection (28.5-37.05 power, 9 apr) Requires: - Dexterity 35 Infused by nature Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.5 - 37.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% Damage (Melee): +24 insidious poison / +12 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 6 turns. Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. chilling steel greatsword of massacre (31.5-50.4 power, 2 apr)chilling steel greatsword of massacre (31.5-50.4 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 2 It must be held with both hands. Base power: 31.5 - 50.4 Uses stat: 120% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +20 cold Massive two-handed swords. |
Isimina IsiminaRequires: - Cunning 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances: +5% arcane Changes resistances penetration: +11% physical Changes damage: +6% arcane / +10% physical Mana when firing critical spell: +2.00 Damage Shield penetration: +20% New effects duration reduction after a teleport: +20% Longbows are used to shoot arrows at your foes. |
mighty ash longbow of power mighty ash longbow of powerRequires: - Cunning 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +2 Str Changes resistances penetration: +8% physical Changes damage: +9% physical Longbows are used to shoot arrows at your foes. |
mighty elm longbow of cold mighty elm longbow of coldRequires: - Cunning 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 Damage (Ranged): +6 cold When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +1 Str Changes damage: +8% cold Longbows are used to shoot arrows at your foes. |
throat-seeking yew longbow throat-seeking yew longbowRequires: - Cunning 24 - Talent Shoot Infused by arcane disrupting forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Mastery: First Blood Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon crit: * silences the target Damage (Ranged): +7 nature When wielded/worn: Changes resistances penetration: +7% nature Longbows are used to shoot arrows at your foes. |
Ivuma (24-33.6 power, 4 apr) Ivuma (24-33.6 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 3 Base power: 24.0 - 33.6 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown On weapon crit: * splashes the target with acid Damage (Melee): +13 darkness / +10 acid Damage against: +11% Living When wielded/worn: Changes stats: +1 Dex / +3 Con Changes resistances: +9% cold / +3% mind / +3% darkness Changes damage: +9% physical Silence immunity: +10% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Armydunarig the dwarven-steel waraxe (28-39.2 power, 4 apr)Armydunarig the dwarven-steel waraxe (28-39.2 power, 4 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 28.0 - 39.2 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * 13% chance to inflict damage reduction * 20% chance to curse the target Damage (Melee): +13 temporal When wielded/worn: Accuracy: +10 (+3 eff.) Armour penetration: +11 Physical crit. chance: +11.0% Damage when hit (Melee): 11 temporal Changes stats: +4 Str Changes resistances: +9% acid / +13% temporal / +3% light / +15% darkness Changes damage: +12% mind / +10% physical Critical mult.: +15.00% Spell save: +3 (+1 eff.) Disease immunity: +5% Stun/Freeze immunity: +5% Stamina when hit: +1.30 One-handed war axes. |
Dawnclamor the iron waraxe (10.5-14.7 power, 2 apr) Dawnclamor the iron waraxe (10.5-14.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * 12% chance to cause random gloom On weapon crit: * wounds the target reducing their healing * splashes the target with acid Damage (Melee): +8 acid / +12 mind / +4 light Burst (radius 2) on crit: +12 mind When wielded/worn: Physical crit. chance: +6.0% Physical power: +6 (+2 eff.) Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +2 Wil Changes damage: +3% light Light radius: +1 One-handed war axes. |
Duathelquencher the iron waraxe (12-16.8 power, 2 apr) Duathelquencher the iron waraxe (12-16.8 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +7 nature / +7 temporal When wielded/worn: Damage when hit (Melee): 4 mind / 16 darkness Changes resistances: +12% darkness One-handed war axes. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)Requires: - Strength 18 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 1 Base power: 20.0 - 28.0 Uses stat: 100% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Physical crit. chance: +12.0% Attack speed: 100% When this weapon hits: Greater Weapon Focus (10% chance level 2). Lifesteal (this weapon only): +10% Damage conversion: 25% blight When wielded/worn: Changes damage: +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
This item will automatically be transmogrified when you leave the level. hardened leather belt of the vagranthardened leather belt of the vagrant Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +4 Con Mental save: +8 (+3 eff.) Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
thick linen cloak of battle (1 def, 5 armour) thick linen cloak of battle (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +2 (+0 eff.) Armour: +5 Defense: +1 (+1 eff.) Fatigue: -3% Changes resistances: +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe of fire (+19%) (2 def, 0 armour)mindwoven cashmere robe of fire (+19%) (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes resistances: +19% fire Changes damage: +13% fire Mental save: +21 (+6 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Areravea the Searvault (0 def, 1 armour) Areravea the Searvault (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +1 Fatigue: +1% Changes resistances: +1% physical / +6% mind / +12% fire Spell save: +6 (+2 eff.) Poison immunity: +5% Disease immunity: +10% Confusion immunity: +5% Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
Spellhunt Remnants (4 def, 5 armour) Spellhunt Remnants (4 def, 5 armour)Requires: - Talent Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 4 When wielded/worn: Armour: +5 Defense: +4 (+3 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +4% When used to modify unarmed attacks: Base power: 28.0 - 39.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Armour Penetration: +15 Physical crit. chance: +10.0% Attack speed: 83% When this weapon hits: Mana Clash (10% chance level 2). When this weapon hits: Destroy Magic (100% chance level 4). On weapon hit: * 35 arcane resource burn Damage (Melee): +17 silence It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These voratun gauntlets shine brightly beneath a thin layer of wear. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
Woepain (0 def, 1 armour) Woepain (0 def, 1 armour)Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 fire / 7 temporal Damage (Ranged): 6 temporal Changes stats: +2 Con Changes resistances: +6% temporal / +6% fire Changes resistances penetration: +10% blight / +15% arcane Changes damage: +4% fire / +3% darkness / +4% temporal Physical save: +14 (+5 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Disarm immunity: +25% Spellpower on spell critical (stacks up to 3 times): +10 Spell crit. chance: +1% When used to modify unarmed attacks: Base power: 7.5 - 8.3 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% When this weapon hits: Juggernaut (10% chance level 1). When this weapon hits: Fire Breath (10% chance level 1). On weapon hit: * 6% chance to gain 10% of a turn Damage (Melee): +6 physical Burst (radius 2) on crit: +7 fire It can be used to activate talent Juggernaut, placing all other charms into a 26 cooldown : Effective talent level: 2.0 Power cost: 26 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of dexterity (+2) (0 def, 1 armour) iron gauntlets of dexterity (+2) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+4 eff.) Armour: +1 Changes stats: +2 Dex When used to modify unarmed attacks: Base power: 8.0 - 11.2 Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +3 Physical crit. chance: +7.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Satyrhue' (0 def, 1 armour) rough leather gloves 'Satyrhue' (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Effects on melee hit: * Slows global speed by 30% Damage (Melee): 7 fire Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +6% fire / +6% nature / +3% darkness Changes resistances penetration: +10% nature Changes damage: +5% fire Talent cooldown: Double Strike (-1 turn) Physical save: +6 (+2 eff.) When used to modify unarmed attacks: Base power: 7.0 - 7.7 Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +4 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Fire Breath (10% chance level 1). When this weapon hits: Set Up (10% chance level 1). Damage (Melee): +4 darkness Burst (radius 2) on crit: +4 nature / +6 fire Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rejuvenating iron mail armour (2 def, 4 armour) rejuvenating iron mail armour (2 def, 4 armour)Requires: - Strength 14 - Talent Armour Training Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+2 eff.) Fatigue: +12% Life regen: +2.00 Stamina each turn: +0.70 A suit of armour made of mail. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)Requires: - Strength 22 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +4 (+3 eff.) Ranged Defense: +8 (+5 eff.) Fatigue: +10% Changes stats: +2 Str / +2 Con Maximum encumbrance: +20 Knockback immunity: +10% Life regen: +0.70 Stamina each turn: +0.70 Maximum life: +45.00 Maximum stamina: +43.00 Size category: +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
Cyrilaith the Carrionbearer (10 def, 2 armour) Cyrilaith the Carrionbearer (10 def, 2 armour)Requires: - Strength 10 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +2 Defense: +10 (+7 eff.) Ranged Defense: +2 (+2 eff.) Fatigue: +6% Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun Changes resistances: +3% nature / +18% blight Mental save: +6 (+2 eff.) Cut immunity: +5% Disarm immunity: +5% Life regen: +3.10 Stamina each turn: +1.40 Chance to avoid any damage: +5% It can be used to activate talent Second Wind, placing all other charms into a 31 cooldown : Effective talent level: 4.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
Delebar (1 def, 2 armour) Delebar (1 def, 2 armour)Requires: - Strength 10 Infused by nature Infused by psionic forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Armour: +2 Defense: +1 (+1 eff.) Fatigue: +6% Changes stats: +1 Dex / +1 Mag / +4 Wil / +4 Cun Maximum encumbrance: +10 Physical save: +10 (+3 eff.) Mental save: +12 (+4 eff.) Life regen: +1.60 Only die when reaching: -60.00 life Maximum life: +76.00 Healing mod.: +25% A suit of armour made of leather. |
drakeskin leather armour of the deep (5 def, 13 armour) drakeskin leather armour of the deep (5 def, 13 armour)Requires: - Strength 20 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +13 Defense: +5 (+4 eff.) Fatigue: +8% Changes resistances: +7% acid / +12% cold Allows you to breathe in: water A suit of armour made of leather. |
acidic quiver of yew arrows of paradox (24/24, 32.5-45.5 power, 10 apr) acidic quiver of yew arrows of paradox (24/24, 32.5-45.5 power, 10 apr)Requires: - Cunning 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 32.5 - 45.5 Uses stats: 70% Cun, 50% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 24 On weapon hit: * 7% chance to gain 10% of a turn On weapon crit: * splashes the target with acid Damage (Ranged): +7 acid / +11 temporal Arrows are used with bows to pierce your foes to death. |
psychokinetic quiver of elm arrows of wind (22/22, 15-21 power, 5 apr) psychokinetic quiver of elm arrows of wind (22/22, 15-21 power, 5 apr)Requires: - Cunning 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 15.0 - 21.0 Uses stats: 70% Cun, 50% Str Damage type: Physical Mastery: First Blood Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +1.0% Capacity: 22 On weapon hit: * 10% chance to create an air burst * 10% chance to knock the target back Travel speed: +200% Damage (Ranged): +18 physical Arrows are used with bows to pierce your foes to death. |
8 agate 8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
352 alchemist agate 352 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders, costing 69 power out of 63/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (93 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 174 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Thubimir the Dwarf Commando level 13
14th Profit 122nd year of Ascendancy at 09:00 see stats
By Thubimir the Dwarf Commando level 21
43rd Profit 122nd year of Ascendancy at 16:55 see stats
By Thubimir the Dwarf Commando level 10
20th Voratun 122nd year of Ascendancy at 11:02 see stats
By Thubimir the Dwarf Commando level 20
26th Profit 122nd year of Ascendancy at 10:02 see stats
By Thubimir the Dwarf Commando level 30
9th Wealth 122nd year of Ascendancy at 05:58 see stats
By Thubimir the Dwarf Commando level 40
10th Wealth 122nd year of Ascendancy at 08:45 see stats
By Thubimir the Dwarf Commando level 21
42nd Profit 122nd year of Ascendancy at 22:18 see stats
By Thubimir the Dwarf Commando level 6
18th Voratun 122nd year of Ascendancy at 20:50 see stats
By Thubimir the Dwarf Commando level 21
36th Profit 122nd year of Ascendancy at 10:56 see stats
By Thubimir the Dwarf Commando level 12
30th Voratun 122nd year of Ascendancy at 07:20 see stats
By Thubimir the Dwarf Commando level 13
21st Profit 122nd year of Ascendancy at 08:05 see stats
By Thubimir the Dwarf Commando level 21
43rd Profit 122nd year of Ascendancy at 14:32 see stats
By Thubimir the Dwarf Commando level 21
36th Profit 122nd year of Ascendancy at 10:56 see stats
Log
Acid Splash from Layawyn the elven elite warrior hits Thubimir for (2 subterfuge armour), 0 acid (0 total damage).
Rotting Disease from Elven cultist hits Thubimir for (32 subterfuge armour), 0 blight (0 total damage).
Thubimir uses Infusion: Movement.
Thubimir is moving freely.
Thubimir prepares for the next kill!.
Thubimir picks up (o.): hardened leather belt of the vagrant.
Layawyn the elven elite warrior uses Telekinetic Leap.
You switch your weapons to: Saluba the stralite waraxe (31-43.4 power, 5 apr).
Thubimir slows down.
Thubimir performs a melee critical strike against Something!
Thubimir misses Something.
Thubimir misses Something.
Thubimir hits Something for 98 physical, 0 acid, , 4 mind, , 3 blight, 3 cold (108 total damage).
Thubimir hits Layawyn the elven elite warrior for 2 blight, 1 cold (3 total damage).
Acid Splash from Queeror the wretchling hits Thubimir for (3 subterfuge armour), 0 acid (0 total damage).
Rotting Disease from Elven cultist hits Thubimir for (28 subterfuge armour), 0 blight (0 total damage).
Something performs a melee critical strike against Thubimir!
Something performs a melee critical strike against Thubimir!
Thubimir is crippled.
Layawyn the elven elite warrior uses Flurry.
Layawyn the elven elite warrior performs a melee critical strike against Thubimir!
Layawyn the elven elite warrior misses Thubimir.
Layawyn the elven elite warrior misses Thubimir.
Layawyn the elven elite warrior misses Thubimir.
Layawyn the elven elite warrior performs a melee critical strike against Thubimir!
Saving game...