









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Adventurer |
| Level / Exp | 24 / 56% |
| Size | medium |
| Lifes / Deaths | Killed by Ustamir the halfling at level 24 on the 52nd Haze 122nd year of Ascendancy at 09:03 / 1 |
Primary Stats
| Strength | 39 (base 12) |
| Dexterity | 61 (base 36) |
| Constitution | 45 (base 32) |
| Magic | 48 (base 40) |
| Willpower | 24 (base 12) |
| Cunning | 44 (base 12) |
Resources
| Mana | 183/308 |
| Steam | 100/100 |
| Life | -9/675 |
| Positive | 119/119 |
| Stamina | 204/234 |
| Soul | 7/12 |
| Healing Factor | 1.4511689881047 |
| Regeneration | 3.2651302232355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
Offense: Mainhand
| Damage | 55 |
| Accuracy | 41 |
| Crit Chance | 25% |
| APR | 22 |
| Speed | 0.90 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Fire | +12% |
| Darkness | +27% |
| Light | +32% |
| Temporal | +10% |
| Nature | +3% |
| Physical | +31% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| All | 0% |
| Temporal | +9% |
Defense: Base
| Armour (hardiness) | 28 (75.65183292883%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 3 |
| Physical Save | 38 |
| Spell Save | 30 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 32%( 70%) |
| Blight | + 29%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 36%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 57%( 70%) |
| Physical | + 27%( 70%) |
| Mind | + 55%( 70%) |
| Darkness | + 52%( 70%) |
| Fire | + 48%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Disarm Resistance | 74% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: 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 340 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 50 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 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 10%, your defense is increased by 10 and all your resistances by 10%. |
Class Talents
| Spell / Meta | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Magnetism | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glurialaith the rattlesnake. Escort: lost warrior (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Norgos Lair. Escort: repented thief (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 has completed an elixir of avoidance without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed vial of squid ink. * You've found the needed vial of greater demon bile. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within4 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | pair of dwarven-steel boots 'Brightoblivion' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Con dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +12% light ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane ---------- misc Light +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | Belathahell the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Str +3 Wil +5 Cun +2 Con dps ---------- Crit.mult +5.00% Melee+ 6 mind 5 nature Dmg.mod +7% mind +3% nature ----- def ----- Armour +2 Resists +8% mind +5% nature Disarm- +24% ---------- misc Max.hate +2.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | yew wand of shielding 'Gabrelle' [power 266] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% physical ----- def ----- Defense +20 (+6 eff.) Heal.mod +10% ---------- misc Max.stam +30.00 Wards +4 blight +3 temporal +4 nature +4 acid Talents +1 Ward Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 56. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Arosetha the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +2 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Fatigue -5% Resists +3% nature +9% lightning Mind.save +7 (+3 eff.) Confus- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
| On fingers | Rainstar0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +12% fire On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +6 Resists +5% blight +24% fire +7% nature +3% cold Spell.save +3 (+1 eff.) Poison- +12% Disease- +12% Rings make your fingers look great! |
| Around neck | Mayemina0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Apr +2 ----- def ----- Defense +15 (+5 eff.) Fatigue -5% Resists +2% physical HP.reg +2.00 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr) =cun8 dex8=1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | hardened leather belt 'Blackterror'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +10% physical Res.pen +7% physical Against +17% Summoned On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +9% acid +6% fire +12% cold D.Red.from +20% Summoned Max.HP +42.00 A belt that goes around your waist. |
| In off hand | stralite shield of the stars (0 def, 8 armour, 47-56 power, 135 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 47.0 - 56.4 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +135 Melee+ +11 light +13 darkness While equipped: Stats +2 Cun +2 Mag dps ---------- Dmg.mod +10% light +13% darkness ----- def ----- Armour +8 Fatigue +8% Resists +13% light +15% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Main armor | Layywyn the silk robe (0 def, 2 armour) 2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Mag dps ---------- Dmg.mod +14% darkness +10% temporal +20% mind +11% physical Res.pen +9% temporal +8% physical Melee Ret 8 blight ----- def ----- Armour +2 Hardiness +20% Fatigue +4% Resists +32% mind +21% darkness +13% all Anom.red +12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant of the duelist (efficiency 162% / cooldown 56%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 56%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 140% / cooldown 74%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 140% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the psychic (efficiency 108% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 108% efficiency and cooldown mod of 52%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 169% / cooldown 60%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 169% efficiency and cooldown mod of 60%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the warrior (efficiency 155% / cooldown 70%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 155% efficiency and cooldown mod of 70%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 7.9 steam per turn. Can be activated for an instant burst of 39 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the duelist (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 10.0 steam per turn. Can be activated for an instant burst of 50 steam. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.6 steam per turn. Can be activated for an instant burst of 33 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 10)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 9.6 steam per turn. Can be activated for an instant burst of 48 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.4 steam per turn. Can be activated for an instant burst of 42 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the sneak (steam 11)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 11.1 steam per turn. Can be activated for an instant burst of 56 steam. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.9 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
2 schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Corrosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Frost Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Iron Grip0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Betawyn the copper ring =mag2=0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Dex +2 Mag dps ---------- Spell.crit +3% Dmg.mod +11% light Res.pen +10% arcane ----- def ----- Resists +22% light +5% arcane ---------- misc Mana/turn +0.04 Rings make your fingers look great! |
Vargh Redemption =con6=0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.67 cold and 13.98 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +5 (+2 eff.) Rings make your fingers look great! |
gold ring 'Glintmire'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% acid +10% light Melee Ret 2 light ----- def ----- Resists +6% light Max.HP +26.00 Disarm- +26% Pinning- +30% Knockbk- +27% ---------- misc Light +3 Rings make your fingers look great! |
gold ring 'Pitchseam'0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun dps ---------- Mind.crit +2% Dmg.mod +15% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +6% mind Mind.save +10 (+5 eff.) Confus- +31% Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr) =mag5=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. |
Umbral Razor (25-32 power, 10 apr) =cun4 mag4=1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 150.04 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 217.59 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Ulfurab (6-7 power, 18 apr, mind damage) =cun3 mag1=3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun +1 Mag dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) Dmg.mod +4% nature Melee Ret 6 mind ----- def ----- Resists +3% blight Crit.chn- 5.00% Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +3 (+1 eff.) Disease- +10% ---------- misc Equi/ret +0.80 Light +1 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
projecting pulsing mindstar (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% lightning +5% fire +12% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Camorohell the stralite waraxe (46-64 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Master/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Mind.crit +1% Res.pen +10% acid Melee Ret 2 mind ----- def ----- Resists +9% acid ---------- misc Max.hate +6.00 One-handed war axes. |
Balihir1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +3% physical Acc +5 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +9 (+3 eff.) Resists +6% acid +3% light Stealth +5 A belt that goes around your waist. |
Urumaleg =4cun=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +4 Cun +6 Lck dps ---------- Dmg.mod +6% blight +3% temporal Res.pen +5% blight ----- def ----- Resists +12% acid +3% blight Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Velyra the Lightbreak =dex6=1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% light ----- def ----- Crit.chn- 5.00% HP.reg +1.10 Heal.mod +12% ---------- misc See.Invis +6 A belt that goes around your waist. |
hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
Amuruirand (1 def, 0 armour) =mag2 cun2=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +2 Cun dps ---------- Mind.crit +2% Dmg.mod +6% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Defense +1 (+0 eff.) ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gywyn (1 def, 0 armour) =con3=2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil +3 Con dps ---------- Res.pen +25% arcane ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.mana +40.00 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+4 eff.) Send out a range 5 beam of kinetic energy, dealing 39.47 to 49.34 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Baresarolach (0 def, 2 armour) =will9 mag12=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: Stats +12 Mag +9 Wil dps ---------- Spell.pwr +12 (+4 eff.) Melee+ 12 arcane Dmg.mod +12% arcane ----- def ----- Armour +2 Fatigue +3% Resists +9% arcane +3% physical Crit.chn- 5.00% Blind- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Gita (0 def, 1 armour) =cun4=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +4 Cun dps ---------- Mind.crit +2% ----- def ----- Armour +1 Fatigue +1% Resists +3% light +3% lightning ---------- misc Psi/ret +0.08 Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 262.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Lisobremira the Starwill (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Str +1 Mag +3 Wil +3 Cun +5 Con dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% arcane Res.pen +5% arcane Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polada the Burnwrither (1 def, 0 armour) =mag4=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Mag dps ---------- Dmg.mod +11% acid +3% fire ----- def ----- Defense +1 (+0 eff.) Resists +16% acid +18% fire ---------- misc Light +2 A pointy cloth hat, very wizardly... |
bladed hardened leather hat of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego++] Master/Psionic While equipped: Stats +7 Str +3 Cun +2 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.6 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 262.6 Physical damage. If the attack hits, the target is confused (41% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
Woeblast the iron shield (0 def, 2 armour, 9-11 power, 23.5 block) =mag2=7.0 T1 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Cun Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +24 Melee+ +11 fire While equipped: Stats +2 Str +2 Mag dps ---------- S.pwr/crit +2 Melee Ret 3 fire ----- def ----- Armour +2 Fatigue +8% Resists +3% darkness +11% fire Crit.chn- 15.00% Spell.save +9 (+4 eff.) ---------- misc Infravis +2 Talents +1 Block Handheld deflection devices. |
9 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. |
221 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rainravager (dig speed 39 turns) =cun4=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +4 Cun dps ---------- Dmg.mod +5% nature Res.pen +10% temporal ----- def ----- Resists +11% nature +15% cold ---------- misc Hate/m.crit +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature 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 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glimmerrupture =con7=2.0 T1 lite [Rare] Disrupt While equipped: Stats +4 Str +1 Cun +7 Con ----- def ----- Resists +3% light +3% all Spell.save +5 (+2 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
5 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. |
2 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. |
10 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. |
6 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. |
5 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By tulog the Skeleton Adventurer level 10
3rd Dusk 122nd year of Ascendancy at 13:16 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By tulog the Skeleton Adventurer level 21
5th Haze 122nd year of Ascendancy at 11:12 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By tulog the Skeleton Adventurer level 23
9th Haze 122nd year of Ascendancy at 06:37 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By tulog the Skeleton Adventurer level 10
10th Mirth 122nd year of Ascendancy at 09:09 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By tulog the Skeleton Adventurer level 20
3rd Haze 122nd year of Ascendancy at 09:25 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By tulog the Skeleton Adventurer level 6
6th Mirth 122nd year of Ascendancy at 08:09 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By tulog the Skeleton Adventurer level 16
20th Dusk 122nd year of Ascendancy at 15:54 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By tulog the Skeleton Adventurer level 23
14th Haze 122nd year of Ascendancy at 06:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By tulog the Skeleton Adventurer level 14
12nd Dusk 122nd year of Ascendancy at 20:06 see stats
Log
Bleeding from Tulog hits Omeriper the halfling for 72 physical damage.
Bleeding from Tulog hits Ustamir the halfling for 32 physical damage.
Tulog uses Bone Armour.
A shield forms around tulog.
Armoured skeleton warrior uses Overpower.
Armoured skeleton warrior misses Omeriper the halfling.
Omeriper the halfling evades Armoured skeleton warrior.
Omeriper the halfling cleverly deflects the attack with his shield!
Omeriper the halfling repels an attack from Armoured skeleton warrior.
Omeriper the halfling uses Swift Shot.
The static shield around tulog crumbles.
Ustamir the halfling strafes with his steamguns!
Armoured skeleton warrior shrugs off the effect 'Slow movement'!
Armoured skeleton warrior resists the pinning!
Tulog shrugs off the effect 'Slow movement'!
Tulog resists the pinning!
Ustamir the halfling's pinning nature area effect hits tulog for (13 absorbed), 0 nature (0 total damage).
Ustamir the halfling's pinning nature area effect hits Armoured skeleton warrior for 11 nature damage.
Omeriper the halfling uses Kneecapper.
Omeriper the halfling's Swift Shot performs a ranged critical strike against tulog!
Tulog resists the vile poison!
Omeriper the halfling's Swift Shot hits tulog for (248 absorbed), 0 physical, (7 absorbed), 0 cold (0 total damage).
Ustamir the halfling's Strafe performs a ranged critical strike against tulog!
Your shield crumbles under the damage!
The shield around tulog crumbles.
Ustamir the halfling's Strafe performs a ranged critical strike against tulog!
Ustamir the halfling's Strafe hits tulog for (80 absorbed), 77 physical, 97 fire (174 total damage).
Ustamir the halfling's Strafe hits tulog for 165 physical damage.
tulog the level 24 skeleton adventurer was minced to death by Ustamir the halfling on level 1 of Ambush!.





































































































