
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Forbidden Cults 1.7.3Official 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Possessor Bonus Class 1.7.3Donators/Buyers bonus! Ashes of Urh'Rok 1.7.3Official 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 1.7.3Official 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:
High Quality Sounds 1.7.2Replaces a selection of sounds with higher quality versions. First release focuses primarily on UI, Actions and Talents from the base game. Future releases will handle the DLC's, various creatures and minor adjustments to tone down some sounds that prove to be an annoyance. Content consists of only sound assets to try and have the highest possible compatibility with future patches. DISCLAMER: These are not sounds I personally created from scratch but where taken from various sources. I take no credit in the creation of these sounds, only the selecting, editing, converting and packaging all this as a mod. I do this just for fun and to enhance a game I love to play. If you are an original creator and is somehow not cool with this, please let me know and I will remove that material. Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Better Item Description 1.7.2This 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 Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Ogre |
Class | Archer |
Level / Exp | 45 / 19% |
Size | big |
Lifes / Deaths | Killed by Belabeth the orc necromancer at level 45 on the 77th Haze 123rd year of Ascendancy at 09:42 / 2Killed by Lord of Skulls (warrior) at level 45 on the 77th Haze 123rd year of Ascendancy at 09:43 |
Primary Stats
Strength | 84 (base 62) |
Dexterity | 130 (base 63) |
Constitution | 59 (base 15) |
Magic | 109 (base 49) |
Willpower | 41 (base 8) |
Cunning | 71 (base 20) |
Resources
Life | -127/1521 |
Stamina | 338/338 |
Healing Factor | 1.3251133323991 |
Regeneration | 33.459111643077 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 17 |
See Stealth | 63.058027722065 |
See Invisible | 53.058027722065 |
Offense: Mainhand
Damage | 291 |
Accuracy | 77 |
Crit Chance | 84% |
APR | 18 |
Speed | 1.00 |
Offense: Offhand
Damage | 64 |
Accuracy | 77 |
Crit Chance | 78% |
APR | 20 |
Speed | 1.00 |
Offense: Spell
Spellpower | 70 |
Crit Chance | 35% |
Speed | 1 |
Offense: Mind
Mindpower | 57 |
Crit Chance | 48% |
Speed | 1 |
Offense: Damage Bonus
Light | +17% |
Temporal | +33% |
Fire | +32% |
Mind | +18% |
All | +12% |
Offense: Damage Penetration
Light | +10% |
Temporal | +10% |
Fire | +15% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 20 (38.594633868923%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 49 |
Mental Save | 47 |
Defense: Resistances
Acid | + 20%( 70%) |
Light | + 30%( 70%) |
Lightning | + 58%( 70%) |
Cold | + 11%( 70%) |
Physical | + 19%( 70%) |
Fire | + 32%( 70%) |
All | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 77% |
Pinning Resistance | 100% |
Knockback Resistance | 67% |
Confusion Resistance | 40% |
Fear Resistance | 0% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 50% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 384 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 87 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
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 808 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 920% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 53% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | 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 have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by vampire. Escort: injured seer (level 5 of Dreadfell) | failed |
You successfully escorted the injured seer to the recall portal on level 6 of Dreadfell. Escort: injured seer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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 have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | 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 unlocked the training room. * You have unlocked the hall of reflections. * The fortress shadow has asked that you come back as soon as possible. * 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: 800. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Agrimley the hermit. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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! | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 12 out of 9/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T5 arrow ammo [Rare] Master Power 187% Range: 1.4x Uses 50% Str, 50% Mag, 70% Dex Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +15.0% Capacity 24 Ranged+ +20 mind +20 lightning On Hit.r1 +20 lightning +8 mind On Crit.r2 +12 lightning +16 mind On Crit: * Wound the target dealing 347 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 1.0 T5 lite [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +20.00% Res.pen +10% mind Melee Ret 10 fire ----- def ----- Blind- +50% Confus- +30% ---------- misc Stam/turn +3.00 Light +9 See.Stealth +24 See.Invis +14 Track: Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 60 power out of 91/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | ![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 338 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase all damage by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +2 Str +1 Dex +4 Mag +5 Cun +2 Con dps ---------- Phys.pwr +8 (+1 eff.) Spell.pwr +10 (+3 eff.) Mind.pwr +9 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Max.HP +32.00 Disarm- +37% Pinning- +34% Knockbk- +37% ---------- misc Infravis +2 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Str +7 Mag +8 Con dps ---------- Phys.pwr +13 (+2 eff.) Dmg.mod +15% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% light Spell.save +14 (+5 eff.) HP.reg +7.00 Stun/Frz- +35% ---------- misc Light +1 Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Mag +11 Wil +13 Con ----- def ----- Resists +50% lightning +6% acid Phys.save +40 (+12 eff.) Max.HP +134.00 HP.reg +18.00 Stun/Frz- +96% Amulets make your neck look great! |
In main hand | ![]() 4.0 T4 longbow 2H weapon [Ego++] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Str +12 Dex +9 Mag +12 Wil +8 Cun +12 Con dps ---------- Phys.crit +14.0% Acc +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +17 Dex +18 Cun +19 Lck dps ---------- Phys.crit +11.0% Mind.crit +23% Spell.pwr +9 (+2 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +6% mind +6% temporal Res.pen +10% temporal ----- def ----- Mind.save +13 (+4 eff.) Stealth +28 ---------- misc T.Disarm +53 Hate/m.crit +4.00 Infravis +12 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Nature While equipped: Stats +2 Cun +5 Con dps ---------- Mind.pwr +25 (+7 eff.) Acc +29 (+7 eff.) Melee Ret 4 mind ----- def ----- Defense +3 (+1 eff.) Fatigue -8% Crit.dmg- 10.00% Mind.save +12 (+4 eff.) Max.HP +84.00 ---------- misc Max.stam +29.00 Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Phys.crit +8.0% Spell.crit +10% Crit.mult +20.00% Spell.pwr +15 (+4 eff.) Melee+ 15 light 30 fire Ranged+ 15 light 30 fire Dmg.mod +20% fire +5% light +10% all Res.pen +10% light +15% fire Melee Ret 30 fire ----- def ----- Armour +12 Defense +15 (+4 eff.) Resists +20% fire +12% light -5% cold ---------- misc Masteries +0.10 Celestial/Sun +0.10 Spell/Wildfire +0.10 Celestial/Sunlight +0.10 Spell/Fire Blastwave: Level 4.4 Pwr.cost 8 out of 10/16. Range melee/personal Travel.spd instantaneous Is a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 208.71 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
Inventory
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T5 amulet jewelry [Unique] While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +9% Dmg.mod +18% all +12% fire Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 18 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +6 Dex dps ---------- Dmg.mod +15% darkness Acc +7 (+2 eff.) ----- def ----- Resists +30% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Ego++] Arcane/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 5 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 31 While equipped: dps ---------- Phys.crit +11.0% Crit.mult +10.00% Apr +10 ----- def ----- Disease- +29% Sharp, short and deadly. |
![]() 3.0 T5 greatsword 2H weapon [Ego+] Psionic Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Massive two-handed swords. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +20% Crit.mult +14.00% Phys.pwr +13 (+2 eff.) Spell.pwr +22 (+6 eff.) Dmg.mod +30% lightning +9% light +3% acid Res.pen +25% light Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to reduce armor by 42% ----- def ----- Defense +12 (+3 eff.) ---------- misc Max.P.En +15.00 Max.N.En +15.00 Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 112.75 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. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Crit.mult +40.00% Spell.pwr +35 (+9 eff.) Melee+ 22 fire Dmg.mod +30% cold ---------- misc Mana/turn +0.41 See.Invis +12 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 18 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T5 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Mag +10 Wil +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +4% Mind.crit +6% A belt that goes around your waist. |
![]() 2.0 T3 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +20% mind ----- def ----- Armour +5 Defense +10 (+2 eff.) Resists +20% cold +20% mind +11% all Mind.save +10 (+3 eff.) Confus- +35% ---------- misc Telepathy Humanoid A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +4 Wil dps ---------- Phys.crit +4.0% ----- def ----- Armour +5 Fatigue +5% Crit.dmg- 15.00% Mind.save +30 (+10 eff.) Die.at -80.00 life ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +2 Dex +6 Wil dps ---------- Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +3% Resists +6% acid +9% cold ---------- misc Breathe water A cap made of leather. |
![]() 3.0 T4 head armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +10 Wil +10 Con ----- def ----- Armour +15 Fatigue +5% Resists +20% darkness +20% blight ---------- misc Masteries +0.20 Corruption/Demonic pact +0.20 Corruption/Demon seeds ShadowPwr +5 Increases all saves by your Shadow Power. "For the demon who has everything." |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 13 acid 9 fire Melee Ret 12 acid 11 fire ----- def ----- Armour +14 Defense +5 (+1 eff.) Fatigue +3% Resists +21% acid +15% fire Phys.save +11 (+3 eff.) A suit of armour made of mail. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +5.0% Dmg.mod +3% physical Apr +2 ----- def ----- Armour +4 Resists +6% fire +5% darkness +3% physical ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 60 power out of 48/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T5 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+1 eff.) ----- def ----- Resists +7% blight +10% darkness Blind- +39% Confus- +18% ---------- misc Light +10 Infravis +4 See.Stealth +12 See.Invis +28 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 24 cooldown Level 3.0 Pwr.cost 24 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 6 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 122 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 712.32 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 15 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 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. |
![]() 2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +15% acid +15% light On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +12% acid +9% fire Heal yourself and all friendly characters within 10 spaces for 410 Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By IS THIS THE ONE? the Ogre Archer level 33
1st Summertide 123rd year of Ascendancy at 23:03 see stats
By IS THIS THE ONE? the Ogre Archer level 33
8th Mirth 123rd year of Ascendancy at 21:18 see stats
By IS THIS THE ONE? the Ogre Archer level 38
21st Dusk 123rd year of Ascendancy at 09:02 see stats
By IS THIS THE ONE? the Ogre Archer level 42
78th Dusk 123rd year of Ascendancy at 19:49 see stats
By IS THIS THE ONE? the Ogre Archer level 37
17th Dusk 123rd year of Ascendancy at 16:40 see stats
By IS THIS THE ONE? the Ogre Archer level 34
3rd Flare 123rd year of Ascendancy at 08:10 see stats
By IS THIS THE ONE? the Ogre Archer level 29
64th Pyre 123rd year of Ascendancy at 02:59 see stats
By IS THIS THE ONE? the Ogre Archer level 43
53rd Haze 123rd year of Ascendancy at 01:04 see stats
By IS THIS THE ONE? the Ogre Archer level 12
7th Flare 122nd year of Ascendancy at 15:51 see stats
By IS THIS THE ONE? the Ogre Archer level 44
70th Haze 123rd year of Ascendancy at 20:57 see stats
By IS THIS THE ONE? the Ogre Archer level 36
12nd Dusk 123rd year of Ascendancy at 12:27 see stats
By IS THIS THE ONE? the Ogre Archer level 27
51st Pyre 123rd year of Ascendancy at 22:44 see stats
By IS THIS THE ONE? the Ogre Archer level 37
12nd Dusk 123rd year of Ascendancy at 22:56 see stats
By IS THIS THE ONE? the Ogre Archer level 20
23rd Haze 122nd year of Ascendancy at 02:26 see stats
By IS THIS THE ONE? the Ogre Archer level 18
57th Dusk 122nd year of Ascendancy at 04:37 see stats
By IS THIS THE ONE? the Ogre Archer level 24
32nd Haze 122nd year of Ascendancy at 06:42 see stats
By IS THIS THE ONE? the Ogre Archer level 45
72nd Haze 123rd year of Ascendancy at 16:25 see stats
By IS THIS THE ONE? the Ogre Archer level 27
63rd Haze 122nd year of Ascendancy at 19:06 see stats
By IS THIS THE ONE? the Ogre Archer level 33
1st Flare 123rd year of Ascendancy at 00:25 see stats
By IS THIS THE ONE? the Ogre Archer level 10
2nd Summertide 122nd year of Ascendancy at 07:00 see stats
By IS THIS THE ONE? the Ogre Archer level 20
21st Haze 122nd year of Ascendancy at 01:51 see stats
By IS THIS THE ONE? the Ogre Archer level 30
79th Pyre 123rd year of Ascendancy at 01:59 see stats
By IS THIS THE ONE? the Ogre Archer level 40
65th Dusk 123rd year of Ascendancy at 16:31 see stats
By IS THIS THE ONE? the Ogre Archer level 18
57th Dusk 122nd year of Ascendancy at 13:38 see stats
By IS THIS THE ONE? the Ogre Archer level 26
40th Haze 122nd year of Ascendancy at 22:29 see stats
By IS THIS THE ONE? the Ogre Archer level 27
7th Pyre 123rd year of Ascendancy at 09:45 see stats
By IS THIS THE ONE? the Ogre Archer level 25
36th Haze 122nd year of Ascendancy at 00:19 see stats
By IS THIS THE ONE? the Ogre Archer level 36
12nd Dusk 123rd year of Ascendancy at 17:11 see stats
By IS THIS THE ONE? the Ogre Archer level 11
1st Flare 122nd year of Ascendancy at 15:38 see stats
By IS THIS THE ONE? the Ogre Archer level 37
20th Dusk 123rd year of Ascendancy at 12:18 see stats
By IS THIS THE ONE? the Ogre Archer level 17
15th Dusk 122nd year of Ascendancy at 03:53 see stats
By IS THIS THE ONE? the Ogre Archer level 39
54th Dusk 123rd year of Ascendancy at 02:38 see stats
By IS THIS THE ONE? the Ogre Archer level 18
75th Dusk 122nd year of Ascendancy at 22:32 see stats
By IS THIS THE ONE? the Ogre Archer level 26
62nd Haze 122nd year of Ascendancy at 00:25 see stats
By IS THIS THE ONE? the Ogre Archer level 18
30th Dusk 122nd year of Ascendancy at 20:56 see stats
By IS THIS THE ONE? the Ogre Archer level 45
77th Haze 123rd year of Ascendancy at 09:42 see stats
By IS THIS THE ONE? the Ogre Archer level 32
8th Mirth 123rd year of Ascendancy at 14:56 see stats
Log
Belabeth the orc necromancer's Chill of the Tomb killed IS THIS THE ONE?!
Saving done.
The Blood of Life rushes through your dead body. You come back to life!
Personal New Achievement: Unstoppable (Roguelike)!
Saving game...
Saving done.
Armoured skeleton warrior resists the mental assault!
Lord of Skulls (warrior) slows down.
Armoured skeleton warrior slows down.
Burning from IS THIS THE ONE? hits Armoured skeleton warrior for (28 blocked), 0 fire (0 total damage).
Armoured skeleton warrior is no longer out of phase.
Lord of Skulls (warrior) receives 40 healing from Rime Wraith from Belabeth the orc necromancer.
Lord of Skulls (warrior) receives 40 healing from Rime Wraith from Belabeth the orc necromancer.
Burning from IS THIS THE ONE? hits Armoured skeleton warrior for 24 fire damage.
Burning from IS THIS THE ONE? hits Lord of Skulls (warrior) for 22 fire damage.
Lord of Skulls (warrior) uses Shield Pummel.
IS THIS THE ONE? resists the shield bash!
Melee retaliation hits Lord of Skulls (warrior) for 2 temporal, 3 mind, 58 fire, 2 temporal, 3 mind, 58 fire (127 total damage).
Lord of Skulls (warrior) hits IS THIS THE ONE? for 263 physical, 28 light, 23 darkness, 348 physical, 28 light, 23 darkness (712 total damage).
Lord of Skulls (warrior) uses Giant Leap.
Armoured skeleton warrior is dazed!
Lord of Skulls (warrior) performs a melee critical strike against Lord of Skulls (warrior)!
Armoured skeleton warrior is dazed!
Melee retaliation hits Lord of Skulls (warrior) for 0 lightning damage.
Melee retaliation hits Lord of Skulls (warrior) for 2 temporal, 4 mind, 63 fire (69 total damage).
Lord of Skulls (warrior) hits Armoured skeleton warrior for 507 physical, 11 nature, 13 acid, 20 fire (551 total damage).
Lord of Skulls (warrior) hits Lord of Skulls (warrior) for 556 physical damage.
Lord of Skulls (warrior) hits IS THIS THE ONE? for 20 acid, 23 nature, 893 physical (936 total damage).
Lord of Skulls (warrior) hits Armoured skeleton warrior for (211 blocked), 0 physical, (11 blocked), 0 nature, (16 blocked), 0 acid, (17 blocked), 0 fire (0 total damage).
IS THIS THE ONE? the level 45 ogre archer was mutilated to death by a Lord of Skulls (warrior) on level 1 of Rak'shor Pride.