Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Orcs |
Mode | Insane Adventure |
Sex | Male |
Race | Orc |
Class | Summoner |
Level / Exp | 24 / 46% |
Size | medium |
Lifes / Deaths | Killed by Dozing Betawyn at level 23 on the 32nd Revenge 124th year of Ascendancy at 01:15 3 / 4Killed by Iseba the ritch hunter at level 24 on the 32nd Revenge 124th year of Ascendancy at 08:32 Killed by Iseba the ritch hunter at level 24 on the 32nd Revenge 124th year of Ascendancy at 11:08 Killed by Shitty Swimmer at level 24 on the 32nd Revenge 124th year of Ascendancy at 11:13 |
Primary Stats
Strength | 12 (base 10) |
Dexterity | 20 (base 11) |
Constitution | 13 (base 10) |
Magic | 21 (base 10) |
Willpower | 71 (base 54) |
Cunning | 61 (base 46) |
Resources
Life | 604/604 |
Equilibrium | 0 |
Steam | 100/100 |
Healing Factor | 1.3483363011315 |
Regeneration | 14.090114346824 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 36.634129341246 |
See Invisible | 36.634129341246 |
Offense: Mainhand
Damage | 51 |
Accuracy | 49 |
Crit Chance | 27% |
APR | 42 |
Speed | 1.00 |
Offense: Offhand
Damage | 44 |
Accuracy | 49 |
Crit Chance | 26% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 27 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 50 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Lightning | +9% |
Cold | +6% |
Temporal | +6% |
Blight | +21% |
Arcane | +13% |
Mind | +4% |
All | 0% |
Offense: Damage Penetration
Lightning | +22% |
Temporal | +32% |
Mind | +17% |
Physical | +12% |
Cold | +12% |
All | +7% |
Defense: Base
Armour (hardiness) | 32 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 16 |
Physical Save | 26 |
Spell Save | 29 |
Mental Save | 51 |
Defense: Resistances
Darkness | + 6%( 70%) |
Lightning | + 29%( 70%) |
Light | + 6%( 70%) |
Temporal | + 19%( 70%) |
Cold | + 25%( 70%) |
Mind | + 21%( 70%) |
Fire | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Bleed Resistance | 50% |
Confusion Resistance | 30% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 75 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -356 life. The duration and life will increase by 1% for every 1% life you have lost (currently 356 life, 5 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Summoning (utility) | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Summoning (melee) | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Wild-gift / Summoning (advanced) | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Summoning (distance) | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. | active |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You need to have free the Vor Pride orcs. * You need to have free the Rak'Shor Pride orcs. * You need to have free the Gorbat Pride orcs. * You need to have free the Grushnak Pride orcs. | active |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. | active |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
On feet | Rainglory (3 def, 3 armour) Rainglory (3 def, 3 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 16 Changes stats: +3 Wil / +5 Cun / +2 Con Changes resistances: +9% cold Changes damage: +12% blight Physical save: +20 (+10 eff.) Spell save: +7 (+4 eff.) Mental save: +16 (+6 eff.) Activating this item is instant. It can be used to activate talent Evasion, 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: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 18% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Maximum life: +48.00 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Lelitondil the voratun helm (0 def, 5 armour) Lelitondil the voratun helm (0 def, 5 armour) Requires: - Heavy armour training Powered by arcane forces Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +11% lightning / +19% temporal / +18% mind Changes resistances penetration: +25% temporal Changes damage: +9% blight / +6% temporal / +13% arcane Mental save: +33 (+11 eff.) Confusion immunity: +30% Spell crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) restful dwarven-steel gauntlets of dexterity (+4) (0 def, 2 armour) Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +12 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +4 Dex Talent granted: +1 Sand Shredder Life regen: +3.00 Stamina each turn: +0.90 Maximum stamina: +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Grinifang [power 194] (13 cooldown) Grinifang [power 194] (13 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +2 Dex / +1 Mag Critical mult.: +20.00% Mental crit. chance: +1% It can be used to heal yourself and all friendly characters within 10 spaces for 194 Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring of pilfering copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+4 eff.) Armour penetration: +7 Defense: +8 (+4 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 108% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | steel ring 'Cloudhunter' steel ring 'Cloudhunter'Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 11% chance to reduce all saves and defense by 31 Damage (Melee): 8 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 31 Damage (Ranged): 7 physical Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +3% mind Changes resistances penetration: +15% lightning / +10% mind Changes damage: +9% lightning Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Spellpower: +14 (+7 eff.) Mindpower: +7 (+2 eff.) It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
Around neck | insulating gold amulet of healing insulating gold amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +12% fire / +10% cold Cut immunity: +50% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 274 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Layamira (9-10 power, 32 apr, nature damage) Layamira (9-10 power, 32 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.0 - 9.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +11.5% Attack speed: 100% Damage (Melee): +20 acid When wielded/worn: Damage (Melee): 4 mind / 5 darkness Damage when hit (Melee): 4 physical Changes stats: +2 Wil Changes resistances penetration: +5% physical Changes damage: +4% mind / +3% darkness Talent granted: +1 Attune Mindstar Reduces incoming crit damage: 15.00% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | nightruned rough leather belt nightruned rough leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% light / +6% darkness A belt that goes around your waist. |
In off hand | vined mindstar of frost (5-6 power, 26 apr, nature damage) vined mindstar of frost (5-6 power, 26 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +26 Crit. chance: +11.0% Attack speed: 100% When wielded/worn: Armour: +6 Damage (Melee): 6 cold Changes resistances: +6% cold Changes resistances penetration: +5% cold Changes damage: +6% cold Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | murderer's cashmere cloak (2 def, 0 armour) murderer's cashmere cloak (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex Changes resistances: +18% lightning Stun/Freeze immunity: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide cured leather armour of Eyal (6 def, 16 armour) troll-hide cured leather armour of Eyal (6 def, 16 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +16 Defense: +6 (+3 eff.) Fatigue: +8% Damage when hit (Melee): 30 physical Life regen: +7.20 Maximum life: +61.00 Healing mod.: +22% A suit of armour made of leather. |
Inventory
medical injector implant of the wizard (efficiency 114% / cooldown 79%) medical injector implant of the wizard (efficiency 114% / cooldown 79%)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 114% efficiency and cooldown mod of 79%. Its effects scale with your Magic stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant (steam 5) steam generator implant (steam 5)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 4.7 steam per turn. Can be activated for an instant burst of 24 steam. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 5) steam generator implant of the duelist (steam 5)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.2 steam per turn. Can be activated for an instant burst of 26 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 6) steam generator implant of the duelist (steam 6)Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 5.5 steam per turn. Can be activated for an instant burst of 28 steam. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
movement infusion (speed 472%; cd 17) movement infusion (speed 472%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 472% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 488%; cd 17) movement infusion of the warrior (speed 488%; cd 17)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use 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 488% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
2 schematic: Kinetic Stabiliser 2 schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental StimulatorRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor EdgeRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: SteamgunRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Sunstone SunstonePowered by arcane forces Powered by steamtech 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% cold Changes damage: +10% light / +10% fire Steampower: +8 (+3 eff.) Steam each turn: +1.00 This strange stone shines with the heat of the Sun. Perhaps it could be used to generate more steam? |
cleansing steel amulet of vision cleansing steel amulet of visionInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +11% nature / +12% blight Blindness immunity: +16% Poison immunity: +20% Disease immunity: +26% Infravision radius: +2 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
grounding steel amulet grounding steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% lightning Stun/Freeze immunity: +24% Amulets make your neck look great! |
cleansing gold amulet of dexterity (+3) cleansing gold amulet of dexterity (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Dex Changes resistances: +15% nature / +13% blight Poison immunity: +25% Disease immunity: +28% Amulets make your neck look great! |
stabilizing gold amulet of strength (+5) stabilizing gold amulet of strength (+5)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +5 Str Changes resistances: +11% temporal Pinning immunity: +28% Knockback immunity: +23% Amulets make your neck look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
rogue's steel ring of lightning (+24%) rogue's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level. Glytha the Scaldbutcher (12-17 power, 3 apr)Glytha the Scaldbutcher (12-17 power, 3 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to reduce all saves and defense by 31 Damage (Melee): +8 darkness Damage (radius 1) on hit: +20 fire Damage against: +8% Living When wielded/worn: Changes resistances penetration: +10% mind Changes damage: +6% mind / +6% fire Sharp, long, and deadly. |
Perseverance (31-43 power, 9 apr) Perseverance (31-43 power, 9 apr)Requires: - Willpower 24 - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 3 It is part of a set of items. It is said perseverance comes hand in hand with dedication. Base power: 31.0 - 43.4 Uses stats: 20% Wil, 90% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +9 Crit. chance: +12.0% Attack speed: 100% On weapon crit: * restore 7 stamina and equilibrium Damage (Melee): +15 manaburn arcane When wielded/worn: Spell save: +18 (+9 eff.) Confusion immunity: +30% Stun/Freeze immunity: +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Blastglamour the steel mace (12-17 power, 3 apr) Blastglamour the steel mace (12-17 power, 3 apr)Requires: - Strength 16 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +8 cold When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +7 Damage when hit (Melee): 4 arcane / 10 lightning Changes resistances: +5% arcane Changes resistances penetration: +6% physical Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. Belurarin (10-10 power, 24 apr, mind damage)Belurarin (10-10 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 9.5 - 10.5 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +7.5% Attack speed: 100% When wielded/worn: Defense: +20 (+10 eff.) Changes resistances: +2% blight Changes damage: +4% nature Talent granted: +1 Attune Mindstar Critical mult.: +5.00% Disease immunity: +14% Disarm immunity: +10% Stun/Freeze immunity: +20% Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Focus Whip (19-21 power, 7 apr) Focus Whip (19-21 power, 7 apr)Requires: - Dexterity 15 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 3 Base power: 19.0 - 20.9 Uses stats: 20% Wil, 10% Cun, 70% Dex Damage type: Mind Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Accuracy is based on willpower for this weapon. Armour Penetration: +7 Crit. chance: +5.0% Attack speed: 125% On weapon crit: * Try to fry your enemies brain (25% chance to brainlock) When wielded/worn: Mindpower: +10 (+3 eff.) Mental crit. chance: +3% It can be used to strike all targets in a line (for 100%% weapon damage as mind) out to range 4 Activation costs 9 power out of 10/10. A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
prismatic cured leather armour of spell shielding (6 def, 4 armour) prismatic cured leather armour of spell shielding (6 def, 4 armour)Requires: - Strength 14 Powered by arcane forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+3 eff.) Fatigue: +7% Changes resistances: +10% darkness / +5% arcane / +11% light Spell save: +13 (+7 eff.) A suit of armour made of leather. |
enlightening steel mail armour of command (10 def, 10 armour) enlightening steel mail armour of command (10 def, 10 armour)Requires: - Heavy armour training - Strength 20 Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +10 (+5 eff.) Fatigue: +12% Changes stats: +6 Cun / +4 Wil Mental save: +23 (+8 eff.) A suit of armour made of mail. |
Yeti-fur Cloak (9 def, 2 armour) Yeti-fur Cloak (9 def, 2 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Armour: +2 Defense: +9 (+4 eff.) Changes resistances: +15% cold Physical save: +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
This item will automatically be transmogrified when you leave the level. cashmere cloak 'Blindward' (2 def, 8 armour)cashmere cloak 'Blindward' (2 def, 8 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Damage when hit (Melee): 8 light Changes resistances: +9% blight / +14% cold / +6% nature / +9% mind Life regen: +4.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of dwarven-steel boots of speed (0 def, 7 armour) miner's pair of dwarven-steel boots of speed (0 def, 7 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Fatigue: +3% Infravision radius: +2 Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of strength (+3) (0 def, 2 armour) restful hardened leather gloves of strength (+3) (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +10 (+5 eff.) Armour: +2 Changes stats: +3 Str Life regen: +3.00 Stamina each turn: +0.70 Maximum stamina: +18.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. storm hardened leather gloves of dexterity (+3) (0 def, 2 armour)storm hardened leather gloves of dexterity (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +16 (+8 eff.) Armour: +2 Damage (Melee): 9 lightning Changes stats: +3 Dex Changes resistances: +6% lightning Changes damage: +4% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather hat of knowledge (0 def, 1 armour) rough leather hat of knowledge (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Cun / +2 Wil Mindpower: +3 (+1 eff.) A hat made of leather. Very stylish. |
hardened leather hat of might (0 def, 3 armour) hardened leather hat of might (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +3% Changes stats: +4 Str / +3 Con A hat made of leather. Very stylish. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 When wielded/worn: Armour: +6 Fatigue: +4% Changes stats: +3 Wil / +4 Mag Changes resistances: +10% darkness Changes damage: +10% light Blindness immunity: +30% Confusion immunity: +30% Light radius: +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
prismatic dwarven-steel helm of constitution (+2) (0 def, 4 armour) prismatic dwarven-steel helm of constitution (+2) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +2 Con Changes resistances: +10% light / +12% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 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. |
2 ametrine 2 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. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon 4 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Glarawe GlaraweCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Critical mult.: +20.00% Spell save: +9 (+5 eff.) Disease immunity: +20% Teleport immunity: +10% Mana each turn: +0.04 Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
piercing alchemist's lamp piercing alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes resistances penetration: +7% all Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
dwarven steel grip dwarven steel gripPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 When attach to an other item: Talent granted: +3 Iron Grip Disarm immunity: +80% Tinkers can be attached to normal items to improve them with steam power! |
potent air recycler potent air recyclerPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 2 When attach to an other item: Silence immunity: +20% Returns 2 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Activation costs 172 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. |
focusing steel torque of mindblast [power 160] (13 cooldown) focusing steel torque of mindblast [power 160] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 166 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Yeti's Muscle Tissue (Behemoth) Yeti's Muscle Tissue (Behemoth)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Yeti's Muscle Tissue (Patriarch) Yeti's Muscle Tissue (Patriarch)Infused by nature 1.00 Encumbrance. [Plot Item] Type: flesh / muscle Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Achievements
By Shitty Swimmer the Orc Summoner level 12
20th Retaking 124th year of Ascendancy at 19:26 see stats
By Shitty Swimmer the Orc Summoner level 14
39th Retaking 124th year of Ascendancy at 12:27 see stats
By Shitty Swimmer the Orc Summoner level 10
16th Retaking 124th year of Ascendancy at 13:41 see stats
By Shitty Swimmer the Orc Summoner level 20
14th Revenge 124th year of Ascendancy at 18:33 see stats
By Shitty Swimmer the Orc Summoner level 24
32nd Revenge 124th year of Ascendancy at 08:24 see stats
By Shitty Swimmer the Orc Summoner level 22
19th Revenge 124th year of Ascendancy at 11:50 see stats
By Shitty Swimmer the Orc Summoner level 24
32nd Revenge 124th year of Ascendancy at 11:13 see stats
Log
Poison from Shitty Swimmer hits Iseba the ritch hunter for 6 nature damage.
Burning from Iseba the ritch hunter hits Shitty Swimmer for 31 fire damage.
Your summoned 3-headed hydra disappears.
Shitty Swimmer's poison area effect hits Iseba the ritch hunter for 0 nature damage.
Fire drake's devouring flames area effect hits Iseba the ritch hunter for 0 fire damage.
Iseba the ritch hunter seems more focused.
Poison from Shitty Swimmer hits Iseba the ritch hunter for 11 nature damage.
Iseba the ritch hunter rushes out!
Tempest of Metal performs a melee critical strike against Shitty Swimmer!
Tempest of Metal performs a melee critical strike against Shitty Swimmer!
Shitty Swimmer is dazed!
Shitty Swimmer is not dazed anymore.
Talent Fire Drake is ready to use.
Melee retaliation hits Iseba the ritch hunter for 5 mind, 0 physical, 5 mind, 34 physical, 0 mind, 0 physical, 3 mind, 34 physical (81 total damage).
Burning from Iseba the ritch hunter hits Shitty Swimmer for 99 fire damage.
Tempest of Metal hits Shitty Swimmer for 32 physical, 58 fire, 25 physical, 58 fire (174 total damage).
Iseba the ritch hunter hits Shitty Swimmer for 105 physical, 58 fire, 76 physical, 58 fire (297 total damage).
Shitty Swimmer the level 24 orc summoner was slowly cooked to death by Iseba the ritch hunter on level 2 of Ritch Hive.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Iseba the ritch hunter killed Shitty Swimmer!
Saving game...
Saving done.
Talent War Hound is ready to use.
Talent Minotaur is ready to use.
Shitty Swimmer roars triumphantly.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!