










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 | 
| Addons | Visibly Looted Stalls 1.5.0Changes the appearance of market stalls in the Embers of Rage DLC after they are looted. NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality. Items Vault 1.7.0Donators/Buyers bonus! Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Demon Seed Details 1.4.6
 This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game:  :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons: 
 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:
 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:
 Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. 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 Egress Artifact Codes 1.5.10Forbidden 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 | Nightmare Roguelike | 
| Sex | Male | 
| Race | Thalore | 
| Class | Marauder | 
| Level / Exp | 18 / 53% | 
| Size | medium | 
| Lifes / Deaths | Killed by Poltergeist Eye of Winter at level 18 on the 76th Haze 122nd year of Ascendancy at 05:01  / 1 | 
Primary Stats
| Strength | 51 (base 32) | 
| Dexterity | 46 (base 31) | 
| Constitution | 28 (base 10) | 
| Magic | 13 (base 10) | 
| Willpower | 19 (base 10) | 
| Cunning | 30 (base 30) | 
Resources
| Life | -45/502 | 
| Stamina | 99/174 | 
| Healing Factor | 1.3956298990388 | 
| Regeneration | 14.305206465148 | 
Speed
| Mental | 0% | 
| Attack | 0% | 
| Movement | +2.2204460492503E-14% | 
| Spell | 0% | 
| Global | +100% | 
Vision
| Sight | 10 | 
| Lite | 5 | 
| Infravision | 5 | 
| See Stealth | 30.004149834542 | 
| See Invisible | 30.004149834542 | 
Offense: Mainhand
| Damage | 57 | 
| Accuracy | 67 | 
| Crit Chance | 10% | 
| APR | 24 | 
| Speed | 1.00 | 
Offense: Offhand
| Damage | 32 | 
| Accuracy | 67 | 
| Crit Chance | 18% | 
| APR | 30 | 
| Speed | 1.00 | 
Offense: Spell
| Spellpower | 13 | 
| Crit Chance | 7% | 
| Speed | 1 | 
Offense: Mind
| Mindpower | 27 | 
| Crit Chance | 12% | 
| Speed | 1 | 
Offense: Damage Bonus
| Lightning | +12% | 
| Acid | +21% | 
| Temporal | +10% | 
| Fire | +9% | 
| Physical | +8% | 
| Mind | +15% | 
| Nature | +26% | 
Offense: Damage Penetration
| Acid | +18% | 
| Temporal | +5% | 
| Fire | +5% | 
| Mind | +10% | 
| Nature | +7% | 
Defense: Base
| Armour (hardiness) | 24 (60%) | 
| Defense | 37 | 
| Ranged Defense | 37 | 
| Fatigue | 4 | 
| Physical Save | 50 | 
| Spell Save | 26 | 
| Mental Save | 17 | 
Defense: Resistances
| Mind | + 22%( 70%) | 
| Lightning | + 51%( 70%) | 
| Nature | + 54%( 70%) | 
| Temporal | + 25%( 70%) | 
| Blight | + 30%( 70%) | 
| Acid | + 27%( 70%) | 
| Fire | + 25%( 70%) | 
| All | + 17%( 70%) | 
Defense: Immunities
| Pinning Resistance | 0% | 
| Confusion Resistance | 20% | 
| Disarm Resistance | 10% | 
| Stun Resistance | 59% | 
| Instadeath Resistance | 100% | 
| Blind Resistance | 30% | 
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 210 life over 5 turns. 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect.  | 
Class Talents
| Technique / Duelist | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Combat techniques | 1.30 | 
  | 2/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Cunning / Dirty fighting | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Dual techniques | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Battle tactics | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Throwing knives | 1.00 | 
  | 4/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Combat veteran | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
Generic Talents
| Cunning / Survival | 1.30 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
  | 0/5 | 
| Race / Thalore | 1.00 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
| Technique / Conditioning | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Mobility | 1.30 | 
  | 2/5 | 
  | 1/5 | 
  | 1/5 | 
  | 1/5 | 
| Technique / Thuggery | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 0/5 | 
| Technique / Combat training | 1.30 | 
  | 1/5 | 
  | 1/5 | 
  | 0/5 | 
  | 5/5 | 
  | 1/5 | 
  | 1/5 | 
Effects
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 failed to protect the lost defiler from death by giant venus flytrap. Escort: lost defiler (level 2 of Trollmire) | failed | 
You failed to protect the lost sun paladin from death by copperhead snake. Escort: lost sun paladin (level 2 of Norgos Lair) | failed | 
You failed to protect the lost warrior from death by Gora the rattlesnake. Escort: lost warrior (level 4 of Old Forest) | failed | 
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You must explore Norgos' Lair. * You must explore the Heart of the Gloom.  | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic.  | active | 
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 the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed giant spider spinneret. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Agrimley the hermit needs your help making an elixir of focus. 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 chunk of ghoul flesh. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.'  | active | 
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done | 
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active | 
Equipment
| On feet |  Berivon the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid Res.pen +5% acid ----- def ----- Armour +4 Fatigue -1% Resists +3% lightning Phys.save +19 (+6 eff.) Heal.mod +5% Blind- +20% ---------- misc Max.enc +30 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
| Light source |  Belemirin the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +5% temporal ----- def ----- Max.HP +40.00 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- 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 |  Torineg (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +3% blight +9% lightning Phys.save +9 (+3 eff.) Blind- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
| On hands |  Bethebrevena the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +1 Con dps ---------- Melee+ 7 nature Dmg.mod +3% nature Acc +24 (+6 eff.) ----- def ----- Armour +2 Resists +5% nature +6% mind ---------- misc Light +2 Infravis +1 Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +13 Apr +3 Crit +12.0% Atk.spd 100% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat.  | 
| Tool |  extending ash totem of healing [power 176]  (12/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 176 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power.  | 
| On fingers |  marksman's copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% temporal Acc +4 (+1 eff.) ----- def ----- Resists +10% temporal Rings make your fingers look great!  | 
| On fingers |  Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it.  | 
| Around neck |  Aerigakira the Cracklemaster0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Crit.mult +11.00% Dmg.mod +12% lightning Acc +8 (+2 eff.) Apr +14 ----- def ----- Resists +29% lightning Phys.save +9 (+3 eff.) Max.HP +38.00 HP.reg +4.00 Stun/Frz- +39% Amulets make your neck look great!  | 
| In main hand |  Salimita the Heatslicer (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Nature Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +16 fire On Crit.r2 +8 acid +15 nature +16 mind While equipped: dps ---------- Dmg.mod +9% fire Res.pen +8% acid +7% nature +10% mind Apr +6 Melee Ret 6 mind Sharp, long, and deadly.  | 
| Around waist |  Ulfirak the Stokemark1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +4 Dex dps ---------- Res.pen +5% acid +5% fire ----- def ----- Defense +12 (+5 eff.) Resists +12% acid Stealth +7 A belt that goes around your waist.  | 
| In off hand |  Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle.  | 
| Cloak |  cashmere cloak 'Voriminne' (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Con dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Die.at -40.00 life Disarm- +10% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour.  | 
| Main armor |  Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal.  | 
Inventory
 movement infusion (speed 588%; cd 9)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 588% 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.  | 
 movement infusion of the sneak (speed 490%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 490% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent.  | 
 regeneration infusion of the warrior (heal 233; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 233 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. Press to compare to your current inscriptions  | 
 blink rune of the warrior (range 6; phase 16; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune.  | 
 shatter afflictions rune (absorb 20; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 20 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent.  | 
 shielding rune (absorb 222; dur 3; cd 16)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 222 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 33; cd 10)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 33 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.  | 
 Flashorder0.1 T1 amulet jewelry [Rare] Disrupt While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +5% light Melee Ret 8 lightning ----- def ----- Resists +10% blight +10% nature +6% light Poison- +22% Disease- +23% Amulets make your neck look great!  | 
 Gorebearer0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature ----- def ----- Resists +6% cold +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great!  | 
 copper amulet 'Ebonyward'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +6% darkness Res.pen +5% darkness Melee Ret 2 lightning ----- def ----- Resists +3% darkness +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great!  | 
 copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great!  | 
 starlit copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +22% Amulets make your neck look great!  | 
 cleansing steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: ----- def ----- Resists +10% nature +11% blight Heal.mod +13% Poison- +27% Disease- +22% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 182 life. The life healed will increase with your Mindpower. Amulets make your neck look great!  | 
 warmaker's steel amulet of soulsearing0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Crit.mult +12.00% Spell.pwr +6 (+6 eff.) Dmg.mod +7% blight +6% fire Amulets make your neck look great!  | 
 copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings make your fingers look great!  | 
 psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+6 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +4 (+3 eff.) Rings make your fingers look great!  | 
 rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great!  | 
 yew magestaff 'Aeruwyn' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+8 eff.) Dmg.mod +20% fire Res.pen +25% acid ----- def ----- Defense +8 (+4 eff.) Spell.save +3 (+2 eff.) Die.at -40.00 life Blind- +10% Disease- +10% Disarm- +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 52.44 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art.  | 
 acidic steel battleaxe of erosion (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Nature Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 nature On Crit: * Splash the target with acid dealing 17 damage over 5 turns and reducing armor and accuracy by 3 Massive two-handed battleaxes.  | 
 steel battleaxe of crippling (20-29 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed battleaxes.  | 
 truestriking steel battleaxe of shearing (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all +9% physical Acc +17 (+4 eff.) Apr +18 Massive two-handed battleaxes.  | 
 slime-covered dwarven-steel greatmaul of massacre (52-77 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Disrupt/Master Power 51.5 - 77.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 13% chance to slow global speed by 44% Massive two-handed mauls.  | 
 Radhorokhad (31-43 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +8 arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% acid ---------- misc Equi/ret +0.04 Max.hate +4.00 Sharp, long, and deadly.  | 
 steel waraxe of rage (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +7% physical Acc +6 (+1 eff.) One-handed war axes.  | 
 flaming dwarven-steel waraxe of massacre (26-36 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 25.5 - 35.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire One-handed war axes.  | 
 Silukira (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Disrupt Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Cun ----- def ----- Armour +6 Resists +8% acid +9% lightning +3% darkness +9% cold +3% blight +8% fire +3% nature +6% all Spell.save +6 (+3 eff.) Sharp, short and deadly.  | 
 ash longbow of piercing4.0 T2 longbow 2H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Res.pen +11% all Acc +11 (+2 eff.) Apr +9 Longbows are used to shoot arrows at your foes.  | 
 keeper's ash longbow of enduring4.0 T2 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +9 Con +11 Wil dps ---------- Dmg.mod +14% physical +20% temporal Res.pen +8% physical +11% temporal ----- def ----- Max.HP +38.00 ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes.  | 
 dwarven-steel mail armour of the deep (3 def, 11 armour) =water=14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +11 Defense +3 (+2 eff.) Fatigue +12% Resists +6% acid +6% cold ---------- misc Breathe water A suit of armour made of mail.  | 
 steel plate armour 'Chamahir' (10 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% Phys.pwr +30 (+10 eff.) ----- def ----- Armour +9 Defense +10 (+4 eff.) Fatigue +22% Resists +5% arcane Spell.save +13 (+7 eff.) A suit of armour made of metal plates.  | 
 Manygas (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +18% lightning +6% temporal +3% cold +6% acid Max.HP +40.00 Disease- +10% Cut- +10% A suit of armour made of metal plates.  | 
 rough leather belt 'Voragann'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Defense +5 (+3 eff.) Resists +3% light +3% nature Spell.save +3 (+2 eff.) Mind.save +3 (+3 eff.) Max.HP +32.00 Pinning- +20% A belt that goes around your waist.  | 
 Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers.  | 
 The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world."  | 
 pair of iron boots 'Gilemaregorim' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Mind.crit +3% Res.pen +20% mind Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal ---------- misc Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 miner's pair of dwarven-steel boots of tirelessness (0 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +6 Fatigue +3% ---------- misc Stam/turn +0.60 Max.stam +12.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm.  | 
 Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings.  | 
 restful iron gauntlets of dexterity (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 corrosive dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 acid Dmg.mod +5% acid ----- def ----- Armour +2 Fatigue +3% Resists +6% acid Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm.  | 
 Yaradorin (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% cold ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +19% cold Die.at -20.00 life Heal.mod +10% Cut- +10% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly...  | 
 stabilizing hardened leather cap of dexterity (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +3 Fatigue +3% Phys.save +11 (+3 eff.) A cap made of leather.  | 
 Brightsever the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% light +6% darkness Res.pen +5% cold ----- def ----- Armour +3 Fatigue +5% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however.  | 
 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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.  | 
 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals.  | 
 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals.  | 
 7 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.  | 
 11 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.  | 
 9 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals.  | 
 11 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.  | 
 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals.  | 
 119 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals.  | 
 Adykira2.0 T1 lite [Rare] Disrupt While equipped: ----- def ----- Resists +3% light +6% blight +3% nature +3% mind +3% all Spell.save +6 (+3 eff.) ---------- 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.  | 
 Cyremita (dig speed 27 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str ----- def ----- Resists +3% cold +2% physical Mind.save +3 (+3 eff.) Knockbk- +20% ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways.  | 
 Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find.  | 
 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.  | 
 steel torque of mindblast [power 160]  (12/15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers.  | 
 ash totem of stinging [power 182]  (12/15 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 229 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power.  | 
 piercing ash wand of shielding [power 182]  (12/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells.  | 
Achievements
			Exterminator (Nightmare (Roguelike) difficulty)
			Killed 1000 creatures.By Dadumin the Thalore Marauder level 16
43rd Haze 122nd year of Ascendancy at 23:57 see stats
			Level 10 (Nightmare (Roguelike) difficulty)
			Got a character to level 10.By Dadumin the Thalore Marauder level 10
5th Flare 122nd year of Ascendancy at 14:23 see stats
			The Arena (Nightmare (Roguelike) difficulty)
			Unlocked Arena mode.By Dadumin the Thalore Marauder level 8
9th Mirth 122nd year of Ascendancy at 08:05 see stats
			The secret city (Nightmare (Roguelike) difficulty)
			Discovered the truth about mages.By Dadumin the Thalore Marauder level 17
53rd Haze 122nd year of Ascendancy at 23:59 see stats
			Treasure Hunter (Nightmare (Roguelike) difficulty)
			Amassed 1000 gold pieces.By Dadumin the Thalore Marauder level 15
42nd Haze 122nd year of Ascendancy at 23:12 see stats
Log
Poltergeist Eye of Winter's ice area effect strikes Dadumin in the darkness (+12% damage).
Poltergeist Eye of Winter's ice area effect strikes Dadumin in the darkness (+12% damage).
Poltergeist Eye of Winter's ice area effect strikes Dadumin in the darkness (+12% damage).
Poltergeist Eye of Winter's ice area effect hits Dadumin for 48 cold damage.
Poltergeist Eye of Winter's ice area effect hits Dadumin for 48 cold damage.
Poltergeist Eye of Winter's ice area effect hits Dadumin for 48 cold damage.
--------------------------------
Dadumin uses Tumble.
Dadumin uses Tumble.
Dadumin stops regenerating health quickly.
Dadumin reacts to damage from Something, mitigating the blow!.
Dadumin was blasted back 2 spaces!
Something hits Dadumin for (21 reacted , -3 stam), 137 physical (137 total damage).
Melee retaliation hits Shadow for 25 nature, 4 nature, 3 mind (33 total damage).
Shadow hits Dadumin for (14 parried), 11 physical (11 total damage).
--------------------------------
Dadumin uses Gift of the Woods.
Dadumin starts regenerating health quickly.
Dadumin uses Feint.
Shadow is pinned to the ground.
Poltergeist Eye of Winter slows down.
Poison from Dadumin hits Poltergeist Eye of Winter for (8 to psi shield), 12 nature (12 total damage).
Shadow resists!
Poltergeist Eye of Winter's ice area effect hits Dadumin for 43 cold damage.
Poltergeist Eye of Winter's ice area effect hits Shadow for 53 cold damage.
Poltergeist Eye of Winter's ice area effect hits Dadumin for 43 cold damage.
Poltergeist Eye of Winter's ice area effect hits Shadow for 53 cold damage.
Dadumin the level 18 thalore marauder was iced to death by a Poltergeist Eye of Winter on level 2 of Ruined halfling complex.
















































































































