Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality 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. 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 | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Demonologist |
Level / Exp | 16 / 86% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 44 (base 32) |
Dexterity | 19 (base 10) |
Constitution | 20 (base 12) |
Magic | 50 (base 43) |
Willpower | 17 (base 10) |
Cunning | 16 (base 10) |
Resources
Life | 470/470 |
Stamina | 196/196 |
Vim | 80/86 |
Healing Factor | 1.4370588855782 |
Regeneration | 10.418676920442 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +106.30414946264% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
Offense: Mainhand
Damage | 60 |
Accuracy | 46 |
Crit Chance | 15% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 46 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Blight | +8% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 56.36131600624 (81.898876157654%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 25 |
Physical Save | 29 |
Spell Save | 30 |
Mental Save | 21 |
Defense: Resistances
Lightning | + 15%( 70%) |
Light | + 5%( 70%) |
Nature | + 21%( 70%) |
Darkness | + 38%( 70%) |
Cold | + 25%( 70%) |
Fire | + 15%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 64% |
Silence Resistance | 22% |
Instadeath Resistance | 100% |
Confusion Resistance | 20% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 532% 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. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 4 physical, 5 cold, 4 temporal |
Class Talents
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Spellblaze | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Doom shield | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Demonic pact | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Flame of Urh'Rok |
talent | Hardened Core |
talent | Corrosive Slashes |
talent | Bleak Outcome |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed honey tree root. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | undeterred pair of iron boots of disengagement (0 def, 3 armour) undeterred pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +20% Stun/Frz- +20% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd 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 95% 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. |
Light source | survivor's brass lantern of health survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 Heal.mod +10% ---------- misc 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. |
On head | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | restful dwarven-steel gauntlets of the starseeker (0 def, 2 armour) restful dwarven-steel gauntlets of the starseeker (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Psionic While equipped: Stats +1 Cun +1 Mag ----- def ----- Armour +2 Fatigue +3% Resists +5% light +5% darkness HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +10.00 Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 57.76 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | soothing elm wand of shielding [power 116] (20 cooldown) soothing elm wand of shielding [power 116] (20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | rogue's copper ring of perseverance rogue's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+4 eff.) HP.reg +2.00 Stun/Frz- +24% ---------- misc Vim/ret +2.00 Rings make your fingers look great! |
On fingers | wizard's copper ring of perseverance wizard's copper ring of perseverance 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +20% ---------- misc Vim/ret +2.00 Rings make your fingers look great! |
Around neck | restful copper amulet of magic (+3) restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
In main hand | Skullcleaver (120% power, 4 apr) Skullcleaver (120% power, 4 apr) 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight ---------- misc Talents +3 Corrosive Slashes A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Around waist | rough leather belt 'Radhifang' rough leather belt 'Radhifang'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +3% darkness +5% fire +3% nature +7% cold ---------- misc Max.stam +30.00 A belt that goes around your waist. |
In off hand | swashbuckler's dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 136% power, 85 block) swashbuckler's dwarven-steel shield of lightning resistance (+15%) (0 def, 6 armour, 136% power, 85 block) 7.0 T3 shield armor Reqs Shield usage training [Ego+] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 While equipped: Stats +2 Str +4 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +15% lightning ---------- misc Talents +3 Fearscape Shift +1 Block Handheld deflection devices. |
Cloak | linen cloak of the hunter (1 def, 0 armour) linen cloak of the hunter (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: dps ---------- Acc +16 (+5 eff.) ----- def ----- Defense +1 (+1 eff.) Fatigue -5% Max.HP +40.00 ---------- misc Max.stam +11.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+4 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Inventory
healing infusion of the warrior (heal 128; cd 12) healing infusion of the warrior (heal 128; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 128 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the wizard (heal 141; cd 14) healing infusion of the wizard (heal 141; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 450%; cd 14) movement infusion (speed 450%; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 450% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 261; 16 cd) regeneration infusion of the warrior (heal 261; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 261 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 18) manasurge rune (regen 600% over 10 turns; mana 30; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. 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 psychic (absorb 43; cd 21) shatter afflictions rune of the psychic (absorb 43; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 43 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 Willpower 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 78; dur 3; cd 15) shielding rune (absorb 78; dur 3; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 78 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 78; cd 20) teleportation rune of the wizard (range 78; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 78 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of constitution (+3) grounding steel amulet of constitution (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% lightning Stun/Frz- +21% Amulets make your neck look great! |
restful steel amulet of constitution (+4) restful steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -4% HP.reg +3.00 Amulets make your neck look great! |
serendipitous steel amulet serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +7 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+6 eff.) Unseen.red 10% Amulets make your neck look great! |
steel amulet of mastery (0.15 Technique / Combat techniques) steel amulet of mastery (0.15 Technique / Combat techniques)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.15 Technique/Combat techniques Amulets make your neck look great! |
steel amulet of willpower (+3) steel amulet of willpower (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
warrior's copper ring of blight (+11%) warrior's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
mule's gold ring of light (+24%) mule's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Fatigue -7% Resists +24% light ---------- misc Max.enc +22 Rings make your fingers look great! |
Spellcrusher (139% power, 4 apr) Spellcrusher (139% power, 4 apr)5.0 T2 greatmaul 2H weapon [Unique] Nature/Disrupt Power 139% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con dps ---------- Dmg.mod +25% nature ----- def ----- Spell.save +15 (+8 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
steel greatmaul (128% power, 2 apr) steel greatmaul (128% power, 2 apr)5.0 T2 greatmaul 2H weapon [Normal] Power 128% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Massive two-handed mauls. |
warbringer's steel greatsword of projection (125% power, 2 apr) warbringer's steel greatsword of projection (125% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego++] Master/Psionic Power 125% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +9% physical ----- def ----- Disarm- +17% Massive two-handed swords. |
balanced steel longsword (108% power, 3 apr) balanced steel longsword (108% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 108% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+5 eff.) Disarm- +20% Sharp, long, and deadly. |
steel longsword (111% power, 3 apr) steel longsword (111% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of erosion (111% power, 3 apr) steel longsword of erosion (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Nature Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature Sharp, long, and deadly. |
elemental iron dagger of massacre (113% power, 5 apr) elemental iron dagger of massacre (113% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane/Master Power 113% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 79 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +7% fire Sharp, short and deadly. |
acidic steel dagger of massacre (118% power, 6 apr) acidic steel dagger of massacre (118% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 119% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
hateful steel dagger of daylight (108% power, 6 apr) hateful steel dagger of daylight (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 darkness +6 light Against +7% Living +5% Undead Sharp, short and deadly. |
steel dagger of amnesia (104% power, 6 apr) steel dagger of amnesia (104% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Psionic Power 105% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
steel dagger of evisceration (107% power, 6 apr) steel dagger of evisceration (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Master Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
warbringer's steel dagger of projection (107% power, 6 apr) warbringer's steel dagger of projection (107% power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master/Psionic Power 107% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
halfling hardened leather sling halfling hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Dmg.mod +10% physical ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
Blacksin the quiver of ash arrows (40/49, 135% power, 7 apr) Blacksin the quiver of ash arrows (40/49, 135% power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 136% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 49 Rld cld 6 Ranged+ +8 darkness +11 mind On Hit: * 20% chance to slow global speed by 37% * 18% chance to reduce all saves and defense by 12 On Crit: * Wound the target dealing 178 physical damage across 5 turns and reducing healing by 50% While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
hateful pouch of steel shots of crippling (12/16, 119% power, 2 apr) hateful pouch of steel shots of crippling (12/16, 119% power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 120% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 16 Ranged+ +10 darkness Against +5% Living On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of steel shots of erosion (19/19, 121% power, 2 apr) pouch of steel shots of erosion (19/19, 121% power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 122% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
Coral Spray (8 def, 8 armour, 117% power, 48 block) Coral Spray (8 def, 8 armour, 117% power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 117% Range: 1.4x Uses 140% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc 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. |
warded steel shield of resistance (0 def, 4 armour, 108% power, 41 block) warded steel shield of resistance (0 def, 4 armour, 108% power, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Nature When used to Attack: Power 108% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: ----- def ----- Armour +4 Fatigue +8% Resists +6% acid +7% fire +6% lightning +6% cold ---------- misc Wards +4 lightning +4 temporal +3 darkness +4 fire +4 nature +4 blight +4 cold +3 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
windwalling steel shield (0 def, 4 armour, 101% power, 38 block) windwalling steel shield (0 def, 4 armour, 101% power, 38 block)7.0 T2 shield armor Reqs Shield usage training [Ego+] Psionic When used to Attack: Power 101% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +38 Melee+ +10 physical While equipped: Stats +1 Wil ----- def ----- Armour +4 Fatigue +8% Resists +10% physical Shield.near.proj +38 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
rough leather armour of the deep (3 def, 3 armour) rough leather armour of the deep (3 def, 3 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Fatigue +6% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+5 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 58.33 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
duelist's hardened leather armour of the deep (12 def, 12 armour) duelist's hardened leather armour of the deep (12 def, 12 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +6 Dex ----- def ----- Armour +12 Defense +12 (+8 eff.) Fatigue +8% Resists +8% acid +5% cold ---------- misc Breathe water A suit of armour made of leather. |
prismatic hardened leather armour (9 def, 6 armour) prismatic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Resists +11% light +12% darkness A suit of armour made of leather. |
troll-hide hardened leather armour (9 def, 6 armour) troll-hide hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+7 eff.) Fatigue +8% Max.HP +32.00 HP.reg +3.80 Heal.mod +13% A suit of armour made of leather. |
radiant steel mail armour of command (9 def, 10 armour) radiant steel mail armour of command (9 def, 10 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +1 Cun +2 Wil ----- def ----- Armour +10 Defense +9 (+7 eff.) Fatigue +12% Resists +12% blight +14% darkness Mind.save +14 (+7 eff.) ---------- misc Light +1 A suit of armour made of mail. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +5% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 26.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron helm of might (0 def, 3 armour) iron helm of might (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gledadhekira Gledadhekira2.0 T1 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Defense +10 (+7 eff.) ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
cleansing elm totem of thorny skin [power 18] (20 cooldown) cleansing elm totem of thorny skin [power 18] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 18 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 100] (25 cooldown) elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 228 Base Damage: 102 Armor: 1 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of summon tentacle [power 95] (25 cooldown) elm totem of summon tentacle [power 95] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 195 Base Damage: 95 Armor: 5 All Resist: 5 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
demon seed [fire imp] (13, mainhand) demon seed [fire imp] (13, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [fire imp] (18, offhand) demon seed [fire imp] (18, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +19% blight +19% fire +19% physical Dmg.red +9 blight +9 fire +9 physical Demon status: alive (78% life). The seed of a demon. |
demon seed [wretchling] (11, offhand) demon seed [wretchling] (11, offhand)0.0 T2 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +16% acid +16% darkness +16% blight Dmg.red +6 acid +6 darkness +6 blight Demon status: alive (94% life). The seed of a demon. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Illiya the Cornac Demonologist level 5
79th Pyre 122nd year of Ascendancy at 03:36 see stats
By Illiya the Cornac Demonologist level 10
9th Flare 122nd year of Ascendancy at 04:55 see stats
By Illiya the Cornac Demonologist level 9
4th Flare 122nd year of Ascendancy at 09:35 see stats
By Illiya the Cornac Demonologist level 9
6th Flare 122nd year of Ascendancy at 09:23 see stats
Log
Mountain troll starts to bleed.
Illiya steals life from Mountain troll!
Illiya hits Mountain troll for 21 blight, 59 acid (80 total damage).
Bleeding from Illiya hits Mountain troll for 16 physical damage.
Illiya uses Shield Slam.
Mountain troll burns with dark flames.
Illiya hits Mountain troll for 26 acid, 26 acid, 25 acid (77 total damage).
Mountain troll is not stunned anymore.
Mountain troll is cursed.
Bleeding from Illiya hits Mountain troll for 16 physical damage.
Only Ashes Left from Illiya hits Mountain troll for 24 darkness damage.
Mountain troll hits Illiya for (9 blocked), 0 physical (0 total damage).
Illiya performs a melee critical strike against Mountain troll!
You collect a new ingredient: length of troll intestine (1).
Your wretchling is healed!
Illiya steals life from Mountain troll!
Illiya hits Mountain troll for 77 blight, 217 acid (293 total damage).
Illiya killed Mountain troll!
You pickup 0.70 gold pieces.
Resting starts...
Talent Shield Pummel is ready to use.
Talent Demon Seed is ready to use.
Talent Shield Slam is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).