

















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Select First Escort 1.6.7Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Improved Auto-explore and Rest 1.6.0Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.6.0This 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 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Forbidden Cults 1.7.0Official 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.
Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.0Official 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:
Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.6.0This 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 Sandworm Lair Quick Dig 1.5.10Digging in Sandworm Lair will take only one (1) turn per tile. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Orcs |
Mode | Insane Roguelike |
Sex | Male |
Race | Whitehoof |
Class | Annihilator |
Level / Exp | 38 / 70% |
Size | medium |
Lifes / Deaths | Killed by Gloresemina the hethugoroth at level 38 on the 34th Destruction 124th year of Ascendancy at 23:02 / 1 |
Primary Stats
Strength | 29 (base 13) |
Dexterity | 89 (base 60) |
Constitution | 17 (base 10) |
Magic | 52 (base 30) |
Willpower | 11 (base 10) |
Cunning | 113.2 (base 60) |
Resources
Life | -35/1134 |
Steam | 69/100 |
Healing Factor | 1.192941519274 |
Regeneration | 7.4558844954626 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +405% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 7 |
See Stealth | 41 |
See Invisible | 41 |
Offense: Mainhand
Damage | 64 |
Accuracy | 56 |
Crit Chance | 48% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 40 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Mind | +35% |
Darkness | +33% |
Light | +36% |
All | +20% |
Offense: Damage Penetration
Mind | +48% |
All | +33% |
Defense: Base
Armour (hardiness) | 36 (66.907551546746%) |
Defense | 75 |
Ranged Defense | 80 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 30 |
Mental Save | 43 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 16%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 14%( 70%) |
All | + 4%( 70%) |
Darkness | + 27%( 70%) |
Light | + 16%( 70%) |
Physical | + 9%( 70%) |
Mind | + 10%( 70%) |
Lightning | + 27%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Confusion Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 100% |
Silence Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (4/4)
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 51%. |
Implants | Effective talent level: 2.5 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 86% efficiency and cooldown mod of 57%. |
Implants | Effective talent level: 2.5 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 10.8 steam per turn. Can be activated for an instant burst of 54 steam. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Gadgets | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Magnetism | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Demolition | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Steamtech / Artillery | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Steamtech / Mecharachnid | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Steamtech / Heavy weapons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Turrets | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Generic Talents
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Exoskeleton |
talent | Rocket Boots |
talent | Rocket Pod |
talent | Incendiary Grenade |
beneficial effect | Has 5 heavy ammunition loaded. Current heavy weapon will be unequiped when no ammunitions are left. 5 Ammo |
detrimental effect | The target burns with darkness, taking 58.43 damage each turn until it dies or runs away. Only Ashes Left |
detrimental effect | 91% of the targets damage is being split between light and darkness and they are taking 88 light and 116 darkness damage each turn. Shrouded in Darklight |
beneficial effect | You have 5 charges. Death Momentum |
beneficial effect | Next melee or ranged attack that deals more than 8% of maximum life is reduced by 38% and triggers a radius 7 conal explosion dealing 48% steamgun damage. 3 stacks remaining. Reactive Armor |
beneficial effect | Improves senses, allowing the detection of enemies in radius 19 and increasing resistance penetration by 33%. Hypervision Goggles |
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the Erúan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the Yetis | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. * You have disposed of Kaltor, the loot is yours! | done |
A group of trolls from the Kar'Haïb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | 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 Talents +3 Rocket Boots Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 5.4 Pwr.cost 20 out of 20/20. Range 7 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 7 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Quiver | ![]() 3.0 T4 shot ammo [Unique] Psionic Power 38.0 - 45.6 Physical Uses 10% Wil, 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 Ranged+ +25 mind +30 mind slow On Hit: * 50% chance to reload 1 ammo While equipped: ---------- misc Talents +4 Explosive Shell You find yourself constantly fighting an urge to handle this strange pouch of shot. |
Light source | ![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-5 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-3 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% ---------- misc Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
On hands | ![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +9 Disarm- +140% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +5 Iron Grip 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 injector tool [Unique] Steamtech While equipped: Stats +6 Cun ----- def ----- Defense +14 (+3 eff.) Phys.save +17 (+5 eff.) Spell.save +17 (+9 eff.) Mind.save +17 (+5 eff.) Inject yourself with painkillers, reducing all incoming damage by 5. Stacks up to 5 times. When the effect ends, lose 5% of your max life per stack. Uses 4 power out of 20/20 Activation is instant. This injecting unit is complemented by a belt of tiny vials, containing some sickly yellow liquid. The papers describe the contents as 'invigorating' and 'increasing the combat potency.' |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Master While equipped: Stats +12 Cun +7 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +15% mind +5% all Res.pen +15% mind Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Defense +9 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +4 Mag dps ---------- Spell.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +29% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Unseen.red 11% Amulets make your neck look great! |
In main hand | ![]() 4.0 T3 steamgun 1H weapon [Unique] Steamtech Mastery Autoloader Acc+ +0.2% base dam (max 20%) Apr +40 Crit +10.0% Atk.spd 100% Dmg.mult 100% Range +6 Proj.spd +1500% On Crit: * Burst apart, dealing physical damage equal to 25% of the original damage in a ball of radius 1. Uses 2.0 Steam While equipped: dps ---------- Crit.mult +50.00% ---------- misc Talents +3 Surekill "Murderfang came over yesterday, raving about this idea for a steamgun he had. He described it in great detail, everything, except for how it would actually work. What do you even grip it by? Insisted I make it though, left some design notes. They all just say 'make it really flashy'. -Pizurk, Master Tinker |
Around waist | ![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +14 Dex +12 Cun +9 Lck ----- def ----- Defense +7 (+1 eff.) Rng.Def +20 (+4 eff.) Proj.evade +15% Proj.slow +45% Evasion: (Instant) Level 5.5 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 54 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
In off hand | ![]() 7.0 T3 shield armor [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Cun +3 Mag dps ---------- Dmg.mod +16% light +13% darkness ----- def ----- Armour +12 Fatigue +8% Resists +6% acid +12% light +14% darkness Max.HP +100.00 Stun/Frz- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+1 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +19 (+4 eff.) Fatigue -3% Resists +12% blight +6% mind +24% lightning Max.HP +40.00 Stun/Frz- +40% ---------- misc Light +1 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 T4 light armor [Ego++] Nature/Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +15 Defense +19 (+4 eff.) Fatigue +8% Crit.dmg- 21.00% Max.HP +65.00 HP.reg +6.00 Heal.mod +13% A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 2.5 Use mode Activated Range melee/personal Cooldown 22 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. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 323 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 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. |
![]() 0.1 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. |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: 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? |
![]() 3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego] Arcane Power 55.0 - 82.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% Melee+ +19 light +12 cold Against +34% Undead Massive two-handed battleaxes. |
![]() 12.0 T3 greatsword 2H weapon Reqs Wil 18 [Unique] Psionic Power 49.0 - 78.4 Physical Uses 129% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Random Unique] Arcane/Psionic Power 61.0 - 97.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 blight On Hit: 20% Epidemic 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 21 * 25% chance for lightning to strike from the target to a second target dealing 69 damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +1 Wil dps ---------- Mind.pwr +10 (+4 eff.) S.pwr/crit +2 Dmg.mod +9% arcane On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Disease- +36% ---------- misc Mana/s.crit +1.00 Massive two-handed swords. |
![]() 3.0 T5 longsword 1H weapon Reqs Str 40 [Unique] Master/Psionic Power 48.0 - 67.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +10.0% Atk.spd 100% On Hit: * Attempt to devour a low HP enemy, striking again and possibly killing it instantly. On Kill: * Enter a Rampage (Shared cooldown). While equipped: Stats +10 Str +7 Cun +10 Wil dps ---------- Acc +18 (+5 eff.) ---------- misc Masteries +0.20 Cursed/Rampage +0.20 Cursed/Slaughter Enter Rampage if health falls below 20% Be it corruption, madness or eccentric boredom, the halfling butcher by the name of Caleb once took to eating his kin instead of cattle. His spree was never ended and nobody knows where he disappeared to. Only the blade remained, stuck fast in a bloodied block. Beneath, a carving said "This was fun, let's do it again some time." |
![]() 3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +16 lightning +26 cold While equipped: dps ---------- Mov.spd +27% Res.pen +19% lightning +22% cold Sharp, long, and deadly. |
![]() 3.0 T4 mace 1H weapon Reqs Str 35 [Rare] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +17 blight On Hit: * 25% chance to reduce strength, dexterity, and constitution by 21 While equipped: Stats +7 Str +4 Con dps ---------- Phys.crit +5.0% Crit.mult +15.00% ----- def ----- Armour +10 Die.at -80.00 life ---------- misc Light +3 Blunt and deadly. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +9 (+3 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Master Power 41.0 - 57.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +16 cold On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) One-handed war axes. |
![]() 3.0 T5 waraxe 1H weapon Reqs Str 48 [Ego+] Arcane/Psionic Power 41.5 - 58.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +9 darkness Against +13% Living On Hit: 20% Curse of Vulnerability 5 One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon [Ego+] Master Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +20 (+5 eff.) Apr +8 ----- def ----- Defense +9 (+2 eff.) Disarm- +24% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Rare] Nature Power 36.0 - 46.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +20 nature On Crit.r2 +12 arcane While equipped: Stats +6 Con dps ---------- Dmg.mod +12% arcane ----- def ----- Resists +3% physical Max.HP +80.00 HP.reg +4.00 ---------- misc Infravis +3 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Acc +9 (+3 eff.) ----- def ----- Defense +10 (+2 eff.) Disarm- +32% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego++] Nature/Master Power 38.5 - 50.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +30 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% All.spd +6% Res.pen +20% fire Sharp, short and deadly. |
![]() 4.0 T5 longbow 2H weapon [Random Unique] Arcane/Master Acc+ +0.2% crit chance (max 25%) Apr +2 Atk.spd 100% Range +10 On Hit: 10% Arcane Vortex 5 While equipped: Stats +3 Dex +11 Mag dps ---------- Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal +23% arcane +18% physical Res.pen +28% temporal +10% light +26% physical ----- def ----- Defense +25 (+6 eff.) Phys.save +3 (+1 eff.) ---------- misc Stam/turn +3.00 Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T5 longbow 2H weapon [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +9 Dex +4 Wil dps ---------- Crit.mult +20.00% Mind.pwr +25 (+9 eff.) Dmg.mod +12% cold Res.pen +15% physical On Hit (Ranged): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.dmg- 15.00% ---------- misc See.Invis +21 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T4 shot ammo [Ego+] Master Power 49.0 - 58.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +5 Apr +5 Crit +14.5% Capacity 20 On Crit: * Wound the target dealing 158 physical damage across 5 turns and reducing healing by 50% While equipped: Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+1 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex dps ---------- Melee Ret 31 lightning ----- def ----- Armour +10 Fatigue +8% Resists +18% lightning +18% physical ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T5 shield armor Reqs - Shield usage training Str 48 [Ego+] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 125 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% Resists +13% cold ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 0 Blood Grasp: Level 6.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 140.15 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Nature/Master While equipped: ----- def ----- Armour +24 Defense +5 (+1 eff.) Fatigue +12% Max.HP +51.00 HP.reg +6.00 Heal.mod +16% A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego] Master/Psionic While equipped: ----- def ----- Armour +22 Defense +5 (+1 eff.) Fatigue +12% Resists +7% mind Mind.save +14 (+4 eff.) A suit of armour made of mail. |
![]() 14.0 T5 heavy armor Reqs - Heavy armour training Str 48 [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Defense +5 (+1 eff.) Fatigue +4% Phys.save +7 (+2 eff.) HP.reg +4.90 ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
![]() 12.0 T2 massive armor [Unique] Master/Steamtech While equipped: Stats +3 Dex +3 Con dps ---------- Steampwr +10 (+2 eff.) ----- def ----- Armour +10 Defense +4 (+1 eff.) Fatigue +22% Resists +10% fire +15% cold Crit.dmg- 0.00% Heal.mod +30% Cleanse up to 3 poisons or wounds detrimental effects. Uses 12 power out of 20/20 This thick sealed armor utilizes a ventilation system to heal your wounds using a heated mist. |
![]() 17.0 T4 massive armor Reqs - Massive armour training Str 48 [Ego+] Nature/Master While equipped: Stats +5 Wil ----- def ----- Armour +13 Fatigue +22% Resists +22% blight +23% darkness +21% acid ---------- misc Light +1 A suit of armour made of metal plates. |
![]() 2.0 T5 cloak armor [Ego++] Arcane/Psionic While equipped: Stats +6 Mag +8 Wil +3 Cun dps ---------- Mind.crit +6% ----- def ----- Defense +3 (+0 eff.) Spell.save +13 (+7 eff.) ---------- misc Max.mana +55.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +12% lightning +15% physical Res.pen +25% physical ----- def ----- Armour +3 Resists +6% lightning +2% physical Phys.save +5 (+1 eff.) Spell.save +10 (+5 eff.) Mind.save +7 (+2 eff.) A pair of boots made of leather. |
![]() 1.0 T4 hands armor [Rare] Arcane While equipped: Stats +4 Con dps ---------- Melee+ 20 light Dmg.mod +8% light Res.pen +20% fire ----- def ----- Armour +3 Resists +13% light +27% fire Die.at -80.00 life 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. |
![]() 1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 15 nature Dmg.mod +12% blight +12% temporal +10% nature +12% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Resists +9% blight +10% nature +12% mind 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. |
![]() 1.5 T4 hands armor [Ego+] Arcane While equipped: Stats +13 Con ----- def ----- Armour +15 Hardiness +10% Fatigue +5% Resists +8% physical 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. |
![]() 2.0 T5 head armor [Rare] Master While equipped: Stats +5 Str +5 Con dps ---------- Mind.crit +8% Phys.pwr +6 (+2 eff.) Dmg.mod +30% lightning Res.pen +25% darkness +15% lightning ----- def ----- Armour +5 Fatigue +5% Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 A hat made of leather. Very stylish. |
![]() 3.0 T2 head armor [Unique] Arcane While equipped: Stats +4 Mag +4 Wil +4 Cun dps ---------- Phys.pwr +0 (+0 eff.) Spell.pwr +0 (+0 eff.) Mov.spd +0% Melee+ 15 phys.bleed ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +6% Resists +10% darkness ---------- misc Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Masteries +0.20 Race/Whitehooves Increases your maximum stacks of Death Momentum by 1. You always thought his horns looked kind of stupid, to be honest. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 steamtech tinker [Normal] Steamtech Attachable to feet When attached: ----- def ----- Phys.save +9 (+3 eff.) Pinning- +15% Knockbk- +15% Teleport- +100% Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 T4 steamtech tinker [Plot Item] Steamtech Attachable to hands When attached: ---------- misc Talents +1 Sand Shredder Automatically deploy a huge rotating drill when you hit a sandwall, carving out a big part of it quickly. |
powerful fiery salve [power 15] powerful fiery salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 86% efficiency and 51% cooldown modifier. Remove 2 magical effects and grants a fiery aura (15% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful frost salve [power 15] powerful frost salve [power 15]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 86% efficiency and 51% cooldown modifier. Remove 2 physical effects and grants a frost aura (15% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful pain suppressor salve [power 181] powerful pain suppressor salve [power 181]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 86% efficiency and 51% cooldown modifier. Let you fight up to -181 life and reduces all damage by 21% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
great healing salve [power 249] great healing salve [power 249]1.0 T4 salve misc [Normal] Nature/Steamtech Using medical injector with 86% efficiency and 51% cooldown modifier. Heal 249 Puts Talent Medical Injector on 15 cooldown Medical salve. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +4 Str +9 Mag +2 Wil +2 Cun dps ---------- Res.pen +14% physical Melee Ret 6 lightning ----- def ----- Resists +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 102% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 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. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +20% nature +25% temporal Melee Ret 10 nature 8 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) Sting an enemy dealing 362 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 3 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 1.0 muscle flesh [Plot Item] Arcane Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
![]() 1.0 muscle flesh [Plot Item] Nature Muscle tissue, extracted from a powerful yeti. Somewhere, somebody or something is bound to be interested! |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Analhilator the Whitehoof Annihilator level 4
11st Retaking 124th year of Ascendancy at 11:23 see stats
By Analhilator the Whitehoof Annihilator level 12
39th Retaking 124th year of Ascendancy at 04:19 see stats
By Analhilator the Whitehoof Annihilator level 32
29th Dearth 124th year of Ascendancy at 22:04 see stats
By Analhilator the Whitehoof Annihilator level 10
25th Retaking 124th year of Ascendancy at 05:33 see stats
By Analhilator the Whitehoof Annihilator level 20
38th Revenge 124th year of Ascendancy at 04:03 see stats
By Analhilator the Whitehoof Annihilator level 30
20th Dearth 124th year of Ascendancy at 10:42 see stats
By Analhilator the Whitehoof Annihilator level 36
7th Loss 124th year of Ascendancy at 17:02 see stats
By Analhilator the Whitehoof Annihilator level 36
20th Destruction 124th year of Ascendancy at 11:57 see stats
By Analhilator the Whitehoof Annihilator level 26
48th Pain 124th year of Ascendancy at 00:55 see stats
By Analhilator the Whitehoof Annihilator level 16
3rd Revenge 124th year of Ascendancy at 06:46 see stats
Log
Something hits Analhilator for (8 flat reduction), 0 darkness (0 total damage).
Something receives 236 healing.
Analhilator's Rocket Pod misses something.
Rain of Fire hits Analhilator for (12 flat reduction), (9 exoskeleton), 9 physical, (12 flat reduction), (14 exoskeleton), 14 fire (23 total damage).
Lava floor burns Analhilator!
Ran for 2 turns (stop reason: hostile spotted to the west (Gloresemina the hethugoroth's Corona)).
Something hits Analhilator for (12 flat reduction), (54 exoskeleton), 54 fire (54 total damage).
Analhilator uses Hypervision Goggles.
Lava floor heals Something!
Something receives 236 healing.
Shrouded in Darklight from Gloresemina the hethugoroth hits Analhilator for (12 flat reduction), (11 exoskeleton), 11 light, (12 flat reduction), (23 exoskeleton), 23 darkness (34 total damage).
Analhilator's Rocket Pod misses something.
Gloresemina the hethugoroth's spell attains critical power!
Rain of Fire hits Analhilator for (12 flat reduction), (26 exoskeleton), 26 physical, (12 flat reduction), (36 exoskeleton), 36 fire (61 total damage).
Lava floor heals Gloresemina the hethugoroth!
Gloresemina the hethugoroth casts Moonlight Ray.
Gloresemina the hethugoroth's spell attains critical power!
Lava floor burns Analhilator!
LIFE LOST WARNING!
Gloresemina the hethugoroth hits Analhilator for (12 flat reduction), (53 exoskeleton), 314 darkness, (12 flat reduction), (0 exoskeleton), 211 fire (525 total damage).
Gloresemina the hethugoroth receives 236 healing.
Analhilator uses Lifeless Rush.
Analhilator activates Rocket Boots.
Analhilator burns with dark flames.
Lava floor burns Analhilator!
Gloresemina the hethugoroth hits Analhilator for (15 flat reduction), (0 exoskeleton), 208 fire (208 total damage).
Gloresemina the hethugoroth deactivates Fearscape.