











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Krog |
| Class | Cursed |
| Level / Exp | 14 / 55% |
| Size | big |
| Lifes / Deaths | Killed by Mannigan's Inner Demon at level 14 on the 44th Dusk 122nd year of Ascendancy at 16:50 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 44 (base 37) |
| Dexterity | 12 (base 10) |
| Constitution | 27 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 49 (base 28) |
| Cunning | 10 (base 10) |
Resources
| Life | -145/556 |
| Hate | 14/100 |
| Equilibrium | 18 |
| Healing Factor | 0.80788304795828 |
| Regeneration | 5.0492690497392 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -8.8817841970013E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 45 |
| Crit Chance | 4% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +10% |
| Fire | +3% |
| Physical | +3% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 52.511077022655 (89.749889547741%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 37 |
| Physical Save | 25 |
| Spell Save | 22 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 7%( 70%) |
| Blight | + 16%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 27%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 42%( 70%) |
| Fire | + 60%( 70%) |
| Physical | + 5%( 70%) |
Defense: Immunities
| Stun Resistance | 80% |
| Confusion Resistance | 18% |
| Fear Resistance | 18% |
| Blind Resistance | 20% |
| Silence Resistance | 10% |
| Bleed Resistance | 20% |
| Disarm Resistance | 21% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 18% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 547% 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 Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Rampage | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Psionic / Augmented mobility (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of iron boots 'Emutta' (3 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Physical Power +5 (+2 eff.) Damage +3% physical Ignore Armor +2 defense ------ Armor +5 Defense +3 (+2 eff.) Fatigue +2% Unlife -80.00 life Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 15% chance to evade melee and ranged attacks and 6 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(106 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | rough leather cap 'Aerutta' (0 def, 9 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Accuracy +5 (+2 eff.) defense ------ Armor +9 Fatigue +1% Unlife -60.00 life other ------- Stamina when Hit +0.90 EQ when Hit +0.80 A cap made of leather. |
| On hands | rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elm totem of healing 'Yvita' [power 110] (13/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: defense ------ Resistance +9% blight Spell save +3 (+2 eff.) Life +20.00 Life Regen +2.00 Cut Resist +20% Silence Resist +10% Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
| On fingers | titan's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Physical save +6 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
| On fingers | Taintsnake0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +6 (+2 eff.) Ignore resists +5% nature +5% fire When Hit 6 nature 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% Rings make your fingers look great! |
| Around neck | starlit copper amulet of willpower (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil defense ------ Resistance +10% light +11% darkness Blind Resist +20% Amulets make your neck look great! |
| In main hand | Hellshear the steel waraxe (12-18 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% Damage Against +8% Unnatural While equipped: Stats +7 Con +8 Wil offense ------ Damage +6% mind +3% fire Ignore resists +5% fire Accuracy +9 (+3 eff.) When Hit 2 fire defense ------ Defense +6 (+3 eff.) Resistance +6% fire Life +23.00 Disarm Resist +21% One-handed war axes. |
| Around waist | Salessra the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +3 Wil defense ------ Resistance +3% blight +5% arcane +3% acid Crit Resistance 10.00% Spell save +3 (+2 eff.) Life +32.00 A belt that goes around your waist. |
| In off hand | Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 Encumbrance T1 shield armor [Unique] Nature When used to Attack: Weapon Damage 18.0 - 25.2 Physical Uses 140% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +48 On-hit +10 cold While equipped: offense ------ On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. defense ------ Armor +8 Defense +8 (+4 eff.) Fatigue +12% Resistance +15% cold +10% fire other ------- Max air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
| Cloak | Yvuna (1 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Armor +2 Defense +1 (+1 eff.) Resistance +9% cold +1% physical Life +30.00 Life Regen +2.00 Stun Resist +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | impenetrable iron plate armour of resilience (0 def, 13 armour)17.0 Encumbrance T1 massive armor [Ego] Nature/Master While equipped: defense ------ Armor +13 Fatigue +22% Life +20.00 A suit of armour made of metal plates. |
Inventory
wild infusion of the sneak (res 18%; mental; dur 4; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
acid wave rune (damage 40; dur 4; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 40.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 42; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 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 42 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 112; dur 4; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 112 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet0.1 Encumbrance T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Str defense ------ Armor +4 Rings make your fingers look great! |
balanced steel battleaxe of erosion (20-29 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Nature/Master Weapon Damage 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature While equipped: offense ------ Accuracy +10 (+4 eff.) defense ------ Defense +7 (+4 eff.) Disarm Resist +32% Massive two-handed battleaxes. |
balanced steel battleaxe of massacre (30-44 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Master Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+3 eff.) defense ------ Defense +10 (+5 eff.) Disarm Resist +28% Massive two-handed battleaxes. |
iron battleaxe (16-23 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 15.5 - 23.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
iron battleaxe (12-19 power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Normal] Weapon Damage 12.5 - 18.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% Massive two-handed battleaxes. |
Delidan the Lightbile (20-26 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 20.0 - 26.0 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +16 cold On-Hit, radius 1 +4 light On-crit, radius 2 +4 mind While equipped: offense ------ When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 Sharp, short and deadly. |
iron greatsword 'Shadowwrecker' (16-25 power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Disrupt Weapon Damage 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +8 darkness +8 cold On Hit: * 10% chance to reduce damage dealt by 18% While equipped: Stats +3 Str +3 Dex offense ------ When Hit 8 darkness defense ------ Resistance +12% acid +12% lightning +12% cold +12% fire +3% all Spell save +7 (+4 eff.) Massive two-handed swords. |
Ragerorig (11-15 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Con offense ------ Spellpower/crit +2 Accuracy +5 (+2 eff.) defense ------ Defense +6 (+3 eff.) Disarm Resist +20% other ------- Light +2 Sharp, long, and deadly. |
Dairyldil the Smolderbraze (12-18 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +6 Con +6 Wil offense ------ Damage +6% lightning +6% fire Ignore resists +5% fire When Hit 6 fire 2 cold defense ------ Resistance +6% lightning +9% fire Life +20.00 Blunt and deadly. |
iron mace 'Gleambile' (17-24 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: offense ------ Ignore resists +10% acid On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Resistance +3% light Blunt and deadly. |
creative vined mindstar (4-5 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +10.00% Mindpower +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
gifted vined mindstar of resolve (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Wil offense ------ Mind Crit +2% Mindpower +6 (+3 eff.) defense ------ Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar 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. |
nature's vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +2% nature defense ------ Resistance +2% blight Disease Resist +13% other ------- Talents +1 Attune Mindstar 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. |
nature's vined mindstar of balance (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +3% blight Physical save +2 (+1 eff.) Spell save +3 (+2 eff.) Mind save +2 (+1 eff.) Disease Resist +10% other ------- EQ when Hit +0.50 Talents +1 Attune Mindstar 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. |
Bokykhad the Naturebraid (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon Reqs Mag 11 [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Mag offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+2 eff.) Damage +9% nature +10% fire Ignore resists +15% nature On-Hit (Melee): * 20% chance to slow global speed by 48% other ------- Max hate +2.00 Max psi +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stokebiter (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Random Unique] Nature/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +9% Critical power +11.00% Spellpower +6 (+3 eff.) Damage +15% darkness When Hit 2 fire defense ------ Defense +14 (+7 eff.) Resistance +12% light other ------- Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 33.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Beteremira the Shaderock1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Resistance +12% blight +6% temporal +5% arcane Spell save +5 (+3 eff.) other ------- Size +1 A belt that goes around your waist. |
nightruned rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% defense ------ Resistance +6% light +6% darkness A belt that goes around your waist. |
rough leather belt 'Velith'1.0 Encumbrance T1 belt armor [Rare] Disrupt While equipped: Stats +3 Wil offense ------ Mindpower +5 (+2 eff.) Damage +6% mind defense ------ Resistance +7% acid +3% fire +5% arcane +13% blight other ------- Hate-on-crit +4.00 A belt that goes around your waist. |
Deepshunger the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Critical power +5.00% Damage +6% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Armor +6 Defense +1 (+1 eff.) Resistance +12% cold other ------- EQ when Hit +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Sunhunt' (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex offense ------ Damage +3% cold Ignore resists +5% light When Hit 2 cold defense ------ Defense +6 (+3 eff.) Physical save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Firesun the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +3 Str +1 Con offense ------ When Hit 6 fire defense ------ Armor +3 Fatigue +2% Resistance +15% lightning +6% temporal other ------- Light +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Shinewitch' (0 def, 7 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: defense ------ Armor +7 Fatigue +2% Resistance +3% mind Healmod +5% other ------- Stamina/turn +0.30 Max stamina +10.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Unlightarc' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +10% cold On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Armor +5 Fatigue +2% Resistance +3% darkness other ------- Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of disengagement (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Cun +2 Dex defense ------ Armor +3 Fatigue +2% Disengage: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 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 97% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Corpsevengeance (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Mindpower +10 (+5 eff.) Ignore resists +15% mind When Hit 4 acid defense ------ Armor +1 Resistance +6% nature Life Regen +1.00 other ------- Stamina/turn +0.60 Psi when Hit +0.16 Max stamina +12.00 Unarmed combat: Weapon Damage 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On Hit: 10% Nightmare level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Murkhunt' (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning +9% nature defense ------ Armor +1 Resistance +6% lightning +3% light +3% darkness Life +60.00 Poison Resist +10% Pinning Resist +10% Unarmed combat: Weapon Damage 7.0 - 7.7 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% On-crit, radius 2 +6 lightning On Hit: 10% Lightning Breath level 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Dagarand (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Mind save +6 (+3 eff.) Life +40.00 Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Psi when Hit +0.08 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Eilinitira the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Mag +2 Cun +5 Con offense ------ On-Hit (Melee): * 10% chance to reduce armor by 9% defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +5% temporal A pointy cloth hat, very wizardly... |
bladed iron helm of the depths (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Nature/Master While equipped: Stats +3 Str defense ------ Armor +3 Fatigue +5% Resistance +6% cold other ------- Breathe water Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.2 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +1 Fatigue +1% Resistance +5% lightning +6% temporal A cap made of leather. |
iron helm 'Cyragara' (0 def, 5 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +5 Fatigue +5% Resistance +3% mind Physical save +18 (+9 eff.) other ------- Infravision +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Normal] While equipped: defense ------ Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
rejuvenating iron mail armour of acid resistance (2 def, 4 armour)14.0 Encumbrance T1 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +2 (+1 eff.) Fatigue +12% Resistance +16% acid Life Regen +2.80 other ------- Stamina/turn +0.60 A suit of armour made of mail. |
rejuvenating steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Life Regen +2.00 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
Belyleg the rough leather armour (3 def, 10 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: defense ------ Armor +10 Defense +3 (+2 eff.) Fatigue +6% Resistance +17% lightning +3% cold +6% darkness +3% blight Unlife -60.00 life Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A suit of armour made of leather. |
rejuvenating cured leather armour of cold resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +15% cold Life Regen +2.10 other ------- Stamina/turn +0.60 A suit of armour made of leather. |
rough leather armour 'Eremerion' (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +20% mind defense ------ Armor +2 Defense +3 (+2 eff.) Fatigue +6% Resistance +5% arcane +17% fire Spell save +9 (+5 eff.) A suit of armour made of leather. |
rough leather armour of the deep (3 def, 3 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+2 eff.) Fatigue +6% Resistance +5% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
flaming iron shield of cold resistance (+16%) (0 def, 2 armour, 10-11 power, 22.5 block)7.0 Encumbrance T1 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 On-Hit, radius 1 +11 fire While equipped: offense ------ On-Hit 6 fire When Hit 2 fire defense ------ Armor +2 Fatigue +8% Resistance +16% cold other ------- Talents +1 Block Handheld deflection devices. |
icy iron shield of lightning resistance (+16%) (0 def, 2 armour, 9-11 power, 22 block)7.0 Encumbrance T1 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 9.0 - 10.8 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +22 While equipped: offense ------ On-Hit 8 cold When Hit 1 ice defense ------ Armor +2 Fatigue +8% Resistance +16% lightning other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Lavagrit' (0 def, 11 armour, 11-13 power, 20.5 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 11.0 - 13.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +20 While equipped: offense ------ Ignore resists +5% mind defense ------ Armor +11 Fatigue +8% Resistance +16% fire Physical save +3 (+1 eff.) other ------- Talents +1 Block Handheld deflection devices. |
self-loading quiver of elm arrows (12/12, 14-20 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 14.5 - 20.3 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 12 Auto Reload 3 Arrows are used with bows to pierce your foes to death. |
110 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Gyleg the iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +4 Cun offense ------ Mind Crit +1% Mindpower +10 (+5 eff.) Ignore Armor +5 defense ------ Mind save +3 (+1 eff.) While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 turn cooldown Effective talent level: 2.0 Power cost 26 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +57 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +5% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Balidevor'2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +1 Mag +1 Wil offense ------ Spellpower +5 (+2 eff.) Damage +3% blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Life +40.00 other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 54.02 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Boresta the Murkradiance [power 116] (13/15 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ Damage +9% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Resistance +3% nature +3% fire Spell save +18 (+9 eff.) Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 36. Natural totems are made by powerful wilders to store nature power. |
3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Mannigan the Krog Cursed level 10
10th Flare 122nd year of Ascendancy at 14:20 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Mannigan the Krog Cursed level 10
5th Dusk 122nd year of Ascendancy at 20:01 see stats
Log
Talent Dig is ready to use.
Talent Harass Prey is ready to use.
Mannigan's Inner Demon has shrugged off 23 damage and is ready for more.
Mannigan's Inner Demon feels pain again.
Mannigan's Inner Demon uses Frenzy.
Melee retaliation hits Mannigan's Inner Demon for (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire, (0 rampage shugs off), 0 darkness, (1 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire (0 total damage).
Mannigan's Inner Demon hits Mannigan for 3 physical, 11 fire, 5 light, 1 physical, 5 cold, 18 fire, 8 light, 4 physical, 11 fire, 5 light, 1 physical, 5 cold, 18 fire, 8 light, 4 physical, 11 fire, 5 light, 2 physical, 5 cold, 18 fire, 8 light, 4 physical, 11 fire, 5 light, 1 physical, 5 cold, 18 fire, 8 light (208 total damage).
Mannigan repels an attack from Mannigan's Inner Demon.
Mannigan uses Blindside.
Slumbering cave bear is stunned!
Slumbering cave bear converts some damage to Psi!
Mannigan hits Slumbering cave bear for 2 to psi, 5 physical, 1 to psi, 3 light, 2 to psi, 7 fire (19 total damage).
Mannigan's Inner Demon uses Infusion: Movement.
Mannigan's Inner Demon is moving at extreme speed!
Mannigan is no longer harassed.
Slumbering cave bear moves reluctantly!
Mannigan's Inner Demon is no longer weakened.
Mannigan's Inner Demon is no longer rampaging.
Mannigan's Inner Demon uses Infusion: Movement.
Mannigan's Inner Demon is moving at extreme speed!
Mannigan's Inner Demon slows down.
Mannigan's Inner Demon hits Mannigan for 9 physical, 7 fire, 3 light (19 total damage).
Melee retaliation hits Mannigan's Inner Demon for (1 rampage shugs off), 0 darkness, (2 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire (0 total damage).
Mannigan fails to use Block.
Mannigan is no longer being stalked by Mannigan's Inner Demon.
Mannigan's Inner Demon hits Mannigan for 8 physical damage.
Melee retaliation hits Mannigan's Inner Demon for (1 rampage shugs off), 0 darkness, (2 rampage shugs off), 0 nature, (0 rampage shugs off), 0 fire (0 total damage).
Mannigan the level 14 krog cursed was decapitated to death by a Mannigan's Inner Demon on level 3 of Heart of the Gloom.




























































































