










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Items Vault 1.5.0Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Doombringer |
| Level / Exp | 28 / 12% |
| Size | medium |
| Lifes / Deaths | Killed by Varsha the Writhing at level 16 on the 46th Dusk 122nd year of Ascendancy at 18:56 0 / 7Killed by Varsha the Writhing at level 16 on the 46th Dusk 122nd year of Ascendancy at 20:46 Killed by Xuvena the elven warrior at level 25 on the 56th Haze 122nd year of Ascendancy at 06:33 Killed by Ivelratha the storm wyrm at level 25 on the 8th Decay 122nd year of Ascendancy at 22:53 Killed by luminous horror at level 27 on the 8th Allure 123rd year of Ascendancy at 00:55 Killed by blade horror at level 27 on the 8th Allure 123rd year of Ascendancy at 03:31 Killed by forge-giant at level 28 on the 9th Allure 123rd year of Ascendancy at 21:21 |
Primary Stats
| Strength | 53 (base 52) |
| Dexterity | 18 (base 10) |
| Constitution | 45 (base 38) |
| Magic | 45 (base 35) |
| Willpower | 27 (base 10) |
| Cunning | 27 (base 11) |
Resources
| Equilibrium | 1250 |
| Vim | 62/163 |
| Life | -166/808 |
| Stamina | 152/262 |
| Paradox | 300 |
| Healing Factor | 1.7441860465117 |
| Regeneration | 8.6337209302327 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 53 |
| Crit Chance | 36% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Blight | +40% |
| Arcane | +6% |
| Cold | +15% |
| All | 0% |
| Darkness | +16% |
| Light | +12% |
| Fire | +10% |
| Mind | +21% |
Offense: Damage Penetration
| Lightning | +10% |
| Physical | +15% |
| Fire | +15% |
| Darkness | +10% |
| Arcane | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 26.3634581897 (45%) |
| Defense | 22 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 30 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 54%( 70%) |
| Physical | + 11%( 70%) |
| Cold | + 62%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 52%( 70%) |
| Lightning | + 12%( 70%) |
| Mind | + 21%( 70%) |
| Fire | + 49%( 70%) |
| Nature | + 33%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 398 life over 5 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 324 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 12 turns. While Heroism is active, you will only die when reaching -327 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Corruption / Heart of Fire | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Fearfire | 1.10 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 2/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Corruption / Hexes | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Eternal Suffering |
| talent | Share the Pain |
| talent | Chant of Fortress |
| talent | Abyssal Shield |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target's combat attack is improved by 42. Attack |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You failed to protect the lone alchemist from death by vampire lord. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by snow giant boulder thrower. Escort: lost warrior (level 2 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 61. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed black mamba head. * You've found the needed vial of elder vampire blood. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Emisewe (9 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +12 Physical crit. chance: +5.0% Physical power: +4 (+1 eff.) Armour: +3 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +3% Only die when reaching: -60.00 life Maximum stamina: +20.00 See invisible: +6 Healing mod.: +20% A pair of boots made of leather. |
| Light source | Isutha the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5 Mag / +3 Wil / +10 Cun / +2 Con Changes resistances: +10% blight Life regen: +2.60 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Sunking' (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Damage when hit (Melee): 12 mind Changes resistances: +8% acid / +8% lightning / +10% cold / +15% mind / +23% fire Changes resistances penetration: +15% fire Changes damage: +6% mind A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Mayemiribeth the Prismnight [power 3] (10 cooldown)Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 4 When wielded/worn: Effects on melee hit: * 10% chance to disease * 30% chance to blind Changes resistances: +6% blight Changes damage: +6% blight / +12% light Talents cooldown: Invoke Tentacle (+5 turn) Lay Web (-1 turn) Talents granted: +1 Invoke Tentacle +4 Lay Web It can be used to remove up to 3 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Arthyroddatar the NightwishPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +7 (+2 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes stats: +7 Dex / +5 Cun / +2 Con Changes resistances: +20% darkness / +3% mind Changes damage: +16% darkness Spell save: +16 (+8 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
| On fingers | Gedunador the CracklewaspInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 16 mind Changes resistances: +30% cold Changes resistances penetration: +10% lightning Changes damage: +15% cold Critical mult.: +10.00% Mental save: +30 (+12 eff.) Psi when hit: +0.16 Mental crit. chance: +3% Rings can have magical properties. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | Polymina the Kilnrace (59-94.4 power, 3 apr)Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 59.0 - 94.4 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +17 lightning Burst (radius 1) on hit: +10 fire When wielded/worn: Fatigue: -4% Changes stats: +3 Mag / +3 Wil Changes resistances: +6% fire Changes damage: +9% mind Massive two-handed swords. |
| On hands | Wyrmbreath (0 def, 4 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +4 Changes stats: +5 Wil Changes resistances: +18% fire / +10% darkness / +10% nature Changes damage: +10% fire It can be used to activate talent Fire Breath (costing 24 power out of 24/24) : Effective talent level: 2.0 Power cost: 24 out of 24/24. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 185.76 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Emelegata the cashmere robe (11 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Defense: +11 (+5 eff.) Ranged Defense: +9 (+4 eff.) Damage when hit (Melee): 12 physical Changes resistances: +16% blight Changes resistances penetration: +15% physical Changes damage: +34% blight Critical mult.: +6.00% Physical save: +30 (+10 eff.) Stamina each turn: +0.80 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Eclipsedare (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 12 mind / 20 darkness Changes stats: +3 Str / +3 Con Changes resistances: +20% darkness Changes resistances penetration: +10% darkness / +10% mind Changes damage: +6% mind Physical save: +10 (+3 eff.) Maximum life: +70.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hanestir the gold amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Damage when hit (Melee): 12 arcane / 20 acid Changes resistances penetration: +5% arcane Changes damage: +12% acid / +6% arcane Life regen: +2.10 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level.heroism infusion (+5 for 7 turns, die at -493) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 7 turns. While Heroism is active, you will only die when reaching -493 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.sun infusion of the sneak (rad 7; power 37; turns 4; dispels darkness) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to brighten the area in a radius of 7 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 18). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 37) for 4 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 9; power 25; dur 4) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.phase door rune (range 7; power 27; dur 5) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 27%, your defense is increased by 27 and all your resistances by 27%. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
RuneharadorPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str / +7 Mag / +4 Wil / +10 Con Amulets can have magical properties. |
insulating steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +14% cold / +12% fire Amulets can have magical properties. |
steel ring of darkness (+22%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Rings can have magical properties. |
treant's gold ring of lightning (+5%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +5% blight / +7% nature / +20% lightning Changes damage: +10% lightning Poison immunity: +13% Disease immunity: +12% Rings can have magical properties. |
insidious stralite battleaxe (45.5-68.25 power, 3 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Base power: 45.5 - 68.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (Melee): +41 insidious poison Massive two-handed battleaxes. |
Relgygen the Bloompython (28.5-42.75 power, 2 apr)Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 28.5 - 42.8 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% Damage (Melee): +16 temporal Burst (radius 2) on crit: +12 nature When wielded/worn: Accuracy: +7 (+2 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances penetration: +10% nature Disarm immunity: +31% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.steel mace (14.5-20.3 power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.blue-steel trident (21-33.6 power, 8 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / trident ; tier 2 It must be held with both hands. Base power: 21.0 - 33.6 Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +8 Crit. chance: +2.0% Attack speed: 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Duathelmark the linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour penetration: +2 Defense: +6 (+3 eff.) Changes resistances: +3% darkness Changes damage: +21% darkness Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shinebutcher' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 20 light Changes resistances: +20% darkness / +21% temporal Equilibrium when hit: +0.20 Psi when hit: +0.12 Mindpower: +14 (+7 eff.) Light radius: +3 Defense after a teleport: +22 Resist all after a teleport: +13% New effects duration reduction after a teleport: +22% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature, putting all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Uluhell the woollen robe (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Cun Changes resistances: +11% acid / +11% physical / +11% cold / +10% fire Changes damage: +7% acid / +7% physical / +5% fire / +6% cold / +3% mind / +13% all Talent cooldown: Refit Golem (-3 turns) Life regen: +0.40 Psi when hit: +0.08 Spellpower: +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Huryhek (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -7% Damage when hit (Melee): 12 mind Changes stats: +3 Mag / +4 Con Changes damage: +3% mind Maximum encumbrance: +21 Physical save: +5 (+2 eff.) Light radius: +2 Infravision radius: +1 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.insulating pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +9% cold / +9% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Spellhunt Remnants (2 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +3 Defense: +2 (+1 eff.) Spell save: +6 (+3 eff.) Mindpower: +6 (+3 eff.) Mental crit. chance: +2% It can be used to destroy an arcane item (of a higher tier than the gauntlets), costing 1 power out of 150/150. These once brilliant voratun gauntlets appear heavily decayed. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
This item will automatically be transmogrified when you leave the level.heroic hardened leather gloves of dexterity (+3) (0 def, 6 armour) Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +6 Changes stats: +3 Dex Mental save: +8 (+4 eff.) Maximum life: +46.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bleakburst (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +10% lightning / +11% temporal / +20% nature / +5% arcane Changes damage: +21% darkness Spell save: +9 (+5 eff.) A cap made of leather. |
Shinewrest (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 16 nature Changes resistances: +18% nature Changes damage: +21% nature / +18% light Light radius: +2 A pointy cloth hat, very wizardly... |
Torathel the dwarven-steel helm (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes resistances: +9% mind / +14% cold Changes damage: +15% mind Allows you to breathe in: water Critical mult.: +12.00% Life regen: +0.80 Maximum stamina: +10.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cashmere wizard hat 'Emaldatta' (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes resistances: +18% fire / +1% physical / +9% temporal Changes damage: +12% fire Mental save: +3 (+1 eff.) Poison immunity: +10% Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pointy cloth hat, very wizardly... |
cured leather armour 'Porureth' (2 def, 4 armour)Requires: - Strength 14 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +7% Effects on melee hit: * Slows global speed by 30% Changes resistances: +9% acid / +3% darkness / +3% blight / +26% cold / +6% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of cold resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +20% cold A suit of armour made of leather. |
agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
202 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+4 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
9 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
yew wand of conjuration 'Amyrerin' [power 247] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +4 Changes resistances: +15% acid Disease immunity: +10% Teleport immunity: +15% Only die when reaching: -40.00 life It can be used to fire a bolt of a random element with (base) damage 124 to 247, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By SeinenHero the Shalore Doombringer level 18
74th Dusk 122nd year of Ascendancy at 08:09 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SeinenHero the Shalore Doombringer level 15
24th Dusk 122nd year of Ascendancy at 22:55 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SeinenHero the Shalore Doombringer level 18
76th Dusk 122nd year of Ascendancy at 16:14 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By SeinenHero the Shalore Doombringer level 23
41st Haze 122nd year of Ascendancy at 00:18 see stats
Hell has no fury like a demon scorned! (Nightmare (Adventure) difficulty)
Escaped the Searing Halls.By SeinenHero the Shalore Doombringer level 5
76th Pyre 122nd year of Ascendancy at 22:56 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SeinenHero the Shalore Doombringer level 17
56th Dusk 122nd year of Ascendancy at 05:38 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SeinenHero the Shalore Doombringer level 10
7th Mirth 122nd year of Ascendancy at 18:21 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SeinenHero the Shalore Doombringer level 20
78th Dusk 122nd year of Ascendancy at 13:08 see stats
Once bitten, twice shy (Nightmare (Adventure) difficulty)
Escaped the Anteroom of Agony.By SeinenHero the Shalore Doombringer level 20
79th Dusk 122nd year of Ascendancy at 14:41 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SeinenHero the Shalore Doombringer level 24
46th Haze 122nd year of Ascendancy at 09:43 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By SeinenHero the Shalore Doombringer level 26
4th Allure 123rd year of Ascendancy at 21:17 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By SeinenHero the Shalore Doombringer level 21
34th Haze 122nd year of Ascendancy at 12:51 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SeinenHero the Shalore Doombringer level 8
2nd Mirth 122nd year of Ascendancy at 01:35 see stats
The Restless Dead (Nightmare (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By SeinenHero the Shalore Doombringer level 23
40th Haze 122nd year of Ascendancy at 00:21 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SeinenHero the Shalore Doombringer level 18
76th Dusk 122nd year of Ascendancy at 07:22 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SeinenHero the Shalore Doombringer level 20
14th Haze 122nd year of Ascendancy at 09:06 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By SeinenHero the Shalore Doombringer level 23
41st Haze 122nd year of Ascendancy at 06:13 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SeinenHero the Shalore Doombringer level 27
9th Allure 123rd year of Ascendancy at 02:22 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SeinenHero the Shalore Doombringer level 16
46th Dusk 122nd year of Ascendancy at 22:48 see stats
Log
SeinenHero stops burning.
SeinenHero casts Draining Assault.
Forge-giant loses sight!
Forge-giant is on fire!
Forge-giant's is surrounded with an all-consuming flame!
Forge-giant shrugs off the effect 'Numbing Darkness'!
SeinenHero steals life from Forge-giant!
SeinenHero hits Forge-giant for 126 physical, 13 lightning, 2 fire, 2 fire, 139 physical, 13 lightning, 2 fire, 2 fire (298 total damage).
Forge-giant hits SeinenHero for 43 healing, 4 healing, 3 temporal, 25 fire, 47 healing, 4 healing, 3 temporal, 25 fire (57 total damage) [99 healing].
Forge-giant misses SeinenHero.
Forge-giant misses SeinenHero.
SeinenHero receives 2 healing from Devouring flames from SeinenHero.
Burning from SeinenHero hits Forge-giant for 1 fire damage.
Forge-giant's is no longer blazing.
Forge-giant's cleansing fire area effect hits SeinenHero for 31 fire damage.
Forge-giant's cleansing fire area effect hits SeinenHero for 31 fire damage.
Forge-giant's cleansing fire area effect hits Forge-giant for 0 fire damage.
Talent Vitality is ready to use.
SeinenHero casts Reckless Strike.
SeinenHero performs a melee critical strike against Forge-giant!
Forge-giant is disabled.
Forge-giant's is surrounded with an all-consuming flame!
SeinenHero hits Forge-giant for 583 physical, 18 lightning, 12 fire, 12 fire (625 total damage).
Forge-giant hits SeinenHero for 3 temporal, 21 fire (24 total damage).
Forge-giant uses Throw Boulder.
Forge-giant hurls a huge boulder at forge-giant!
Forge-giant resists the knockback!
Forge-giant shrugs off the effect 'Blinded'!
Saving game...











































































































