











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (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! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality 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. Plenum Tooltip Custom Edit 1.7.4Plenum 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: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Krog |
Class | Cursed |
Level / Exp | 25 / 25% |
Size | big |
Lifes / Deaths | Killed by Xeryraba the sick white wolf at level 6 on the 2nd Mirth 122nd year of Ascendancy at 07:09 2 / 4Killed by Gloromina the mean looking elven guard at level 13 on the 1st Dusk 122nd year of Ascendancy at 15:04 Killed by Glyda the saw horror at level 24 on the 50th Dusk 122nd year of Ascendancy at 20:59 Killed by Ivubrenor the black mamba at level 24 on the 51st Dusk 122nd year of Ascendancy at 02:24 |
Antimagic | Follower |
Primary Stats
Strength | 69.170224963639 (base 54) |
Dexterity | 13 (base 10) |
Constitution | 34 (base 10) |
Magic | 10.170224963639 (base 10) |
Willpower | 89.340449927278 (base 50) |
Cunning | 25 (base 10) |
Resources
Life | 962/962 |
Hate | 45/100 |
Equilibrium | 30 |
Healing Factor | 1.2618780240539 |
Regeneration | 12.050935129715 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Invisible | 4.340449927278 |
Offense: Mainhand
Damage | 104 |
Accuracy | 42 |
Crit Chance | 8% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 57 |
Accuracy | 42 |
Crit Chance | 11% |
APR | 13 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 3% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Cold | +3% |
Acid | +9% |
Nature | +12% |
Temporal | +3% |
Mind | +16% |
Lightning | +6% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Blight | +10% |
Cold | +15% |
Defense: Base
Armour (hardiness) | 24.522593642275 (62.32946707186%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 14 |
Physical Save | 34 |
Spell Save | 34 |
Mental Save | 40 |
Defense: Resistances
Acid | + 12%( 70%) |
Blight | + 19%( 70%) |
Physical | + 9%( 74%) |
Cold | 0%( 70%) |
All | 0%( 70%) |
Lightning | + 25%( 70%) |
Light | + 3%( 70%) |
Temporal | + 9%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 20%( 74%) |
Fire | + 26%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 90% |
Disarm Resistance | 62% |
Bleed Resistance | 20% |
Confusion Resistance | 14% |
Fear Resistance | 18% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 68% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Strength 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 physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 199 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 769% 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 Willpower stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Cursed / Predator | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cursed / Rampage | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cursed / Strife | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Cursed / Endless hunt | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Repel |
talent | Stalk |
talent | Gloom |
talent | Savage Hunter |
talent | Antimagic Shield |
beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 1.2)Penalty : Fractured Sanity: -4% Mind Resistance, -5% Confusion Immunity Power 1+: Unleashed: +4% critical damage, +3% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
beneficial effect | Hunting: Marked Prey6% Received damage reduction against: - Fire |
beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 38% if the increase would be enough to kill your opponent. |
beneficial effect | An aura of death surrounds you. Curse of Corpses (power 2.2)Penalty : Fear of Death: -4% resistance against damage from the undead. Power 1+: Power over Death: +6% damage against the undead. Power 2+: -2 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 5.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 22% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -3 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 52 mind and 45 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 74 Mind damage, and deal 64 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
You failed to protect the lone alchemist from death by sick white wolf. Escort: lone alchemist (level 2 of Heart of the Gloom) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Willpower 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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. The fortress's current energy level is: 2. | 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. You have been shown a secret entrance to his stronghold. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
On feet | ![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% temporal Melee Ret 4 nature On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Curse of Misfortune Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +10% blight +6% temporal +12% lightning Die.at -80.00 life HP.reg +3.00 Heal.mod +10% Silence- +10% Knockbk- +20% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +13% mind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind Phys.save +9 (+5 eff.) Die.at -40.00 life Max.HP +100.00 Disease- +10% Cut- +20% Curse of Corpses A pointy cloth hat, very wizardly... |
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 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 Curse of Nightmares 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 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind ----- def ----- Resists +6% nature +3% light Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 113 Armor: 0 All Resist: 0 Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +6% lightning +13% fire +9% acid Acc +10 (+3 eff.) Apr +9 ----- def ----- Defense +11 (+5 eff.) Resists +3% lightning +26% fire +12% acid Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +20 (+5 eff.) Dmg.mod +12% nature Melee Ret 2 darkness ----- def ----- Resists +24% nature Die.at -40.00 life Rings make your fingers look great! |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Dex +4 Con dps ---------- Dmg.mod +3% cold ----- def ----- Resists +10% lightning +9% blight Stun/Frz- +22% Amulets make your neck look great! |
In main hand | ![]() 3.0 T3 mace 1H weapon [Random Unique] Nature/Master Power 135% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +8 nature While equipped: Stats +8 Con +9 Wil dps ---------- Res.pen +10% blight Acc +7 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 26% ----- def ----- Defense +8 (+4 eff.) Resists +12% darkness Max.HP +36.00 Disarm- +22% Curse of Corpses Blunt and deadly. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +7 Cun +5 Wil dps ---------- Against +32% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +9 (+3 eff.) Max.HP +30.00 HP.reg +1.30 Heal.mod +13% ---------- misc Psi/ret +0.08 Curse of Madness A belt that goes around your waist. |
In off hand | ![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 138% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 cold While equipped: Stats +4 Str dps ---------- Res.pen +15% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 32 ----- def ----- Crit.chn- 10.00% ---------- misc Light +2 Curse of Nightmares One-handed war axes. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% ----- def ----- Defense +2 (+1 eff.) Resists +3% darkness +3% physical Spell.save +9 (+4 eff.) Mind.save +7 (+2 eff.) Die.at -80.00 life HP.reg +2.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +73.00 HP.reg +3.00 Heal.mod +12% Curse of Shrouds A suit of armour made of mail. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 19% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 239 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 580% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 431% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 357 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun +3 Wil ----- def ----- Defense +10 (+5 eff.) Resists +3% light Spell.save +9 (+4 eff.) Stun/Frz- +10% Def/telep +5 Res/telep +5% Dur/telep +5% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.18 Cursed/Fears Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +6 Dex dps ---------- Phys.crit +7.0% Dmg.mod +6% light Acc +8 (+3 eff.) ----- def ----- Die.at -40.00 life Disarm- +20% Confus- +20% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +11% fire Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Resists +22% fire ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 Rings make your fingers look great! |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego+] Master Power 100% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +6 Curse of Corpses Sharp, short and deadly. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +11 lightning While equipped: dps ---------- Dmg.mod +14% lightning On Hit (Ranged): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% nature Phys.save +9 (+5 eff.) Silence- +20% Confus- +10% Curse of Madness Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Arcane Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Range +8 Ranged+ +8 acid +20 fire On Crit.r2 +12 physical On Hit: 10% Arcane Vortex 3 While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+11 eff.) Dmg.mod +17% acid +18% fire +14% arcane Acc +15 (+5 eff.) ---------- misc Max.hate +6.00 Curse of Shrouds Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Curse of Nightmares Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 mind On Hit: * 17% chance to reduce all saves and defense by 32 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.crit +7.0% Dmg.mod +3% lightning ----- def ----- Resists +11% acid +7% lightning +18% cold +9% fire +3% all Spell.save +6 (+3 eff.) Die.at -20.00 life Curse of Misfortune Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego] Master/Psionic Power 140% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +10 mind On Hit: * 14% chance to reduce all saves and defense by 32 While equipped: Stats +2 Cun +1 Wil Curse of Corpses Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Curse of Madness Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon Reqs Mag 11 [Rare] Arcane Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +7 (+7 eff.) S.pwr/crit +4 Dmg.mod +10% lightning +15% physical +6% arcane Res.pen +10% blight Melee Ret 8 physical ----- def ----- Die.at -20.00 life ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +3% lightning +3% blight +3% mind +5% arcane +3% acid Spell.save +12 (+6 eff.) Max.HP +32.00 Curse of Misfortune A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 Curse of Madness This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +2 Mag +5 Cun dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% ---------- misc Light +2 Infravis +1 See.Invis +3 Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +24% nature +6% acid Res.pen +5% acid Melee Ret 6 darkness ----- def ----- Defense +1 (+0 eff.) Curse of Corpses A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Phys.pwr +10 (+3 eff.) Dmg.mod +13% mind Res.pen +25% cold ----- def ----- Defense +30 (+15 eff.) Resists +13% mind +7% all ---------- misc Stam/turn +3.00 Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Dex +1 Mag +1 Cun +4 Con ----- def ----- Armour +1 Resists +6% lightning +6% temporal Curse of Madness A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +2 Resists +9% nature +2% physical Phys.save +15 (+7 eff.) Spell.save +6 (+3 eff.) Mind.save +14 (+5 eff.) Max.HP +100.00 Disease- +20% Disarm- +32% Unarmed combat: Power 112% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +18 physical On Hit: 10% Juggernaut 1 Curse of Shrouds Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +10% physical Acc +15 (+5 eff.) Melee Ret 2 physical ----- def ----- Armour +1 Fatigue +1% HP.reg +2.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Unarmed combat: Power 102% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Curse of Madness Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning +3% arcane Res.pen +15% arcane +20% nature On Hit (Melee): * 20% chance to slow global speed by 60% * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +6% lightning Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 1 Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +10 Dex dps ---------- Phys.pwr +6 (+2 eff.) Apr +1 On Hit (Melee): * 20% chance to slow global speed by 60% ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +3.00 Unarmed combat: Power 110% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Curse of Nightmares Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% Unarmed combat: Power 119% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% light +1% physical Phys.save +11 (+6 eff.) Max.HP +60.00 Curse of Shrouds A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +1% Mind.pwr +4 (+1 eff.) Dmg.mod +3% nature Res.pen +10% nature ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +3% nature ---------- misc Max.hate +8.00 Curse of Shrouds A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Curse of Madness A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +2 Mag dps ---------- Melee Ret 2 mind ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% ---------- misc Light +3 Curse of Corpses A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +7% cold HP.reg +2.70 ---------- misc Stam/turn +0.50 Breathe water Curse of Misfortune A suit of armour made of mail. |
![]() 9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% light +13% darkness Curse of Madness A suit of armour made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 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 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 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +1 Wil +5 Cun +2 Con ---------- misc Light +8 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. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 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 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 116 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Angry Jane the Krog Cursed level 17
26th Dusk 122nd year of Ascendancy at 09:27 see stats
By Angry Jane the Krog Cursed level 22
46th Dusk 122nd year of Ascendancy at 14:19 see stats
By Angry Jane the Krog Cursed level 21
46th Dusk 122nd year of Ascendancy at 04:54 see stats
By Angry Jane the Krog Cursed level 25
52nd Dusk 122nd year of Ascendancy at 04:52 see stats
By Angry Jane the Krog Cursed level 10
10th Mirth 122nd year of Ascendancy at 10:47 see stats
By Angry Jane the Krog Cursed level 20
40th Dusk 122nd year of Ascendancy at 14:06 see stats
By Angry Jane the Krog Cursed level 22
47th Dusk 122nd year of Ascendancy at 06:41 see stats
By Angry Jane the Krog Cursed level 11
3rd Summertide 122nd year of Ascendancy at 18:38 see stats
By Angry Jane the Krog Cursed level 21
42nd Dusk 122nd year of Ascendancy at 03:42 see stats
By Angry Jane the Krog Cursed level 15
4th Dusk 122nd year of Ascendancy at 16:46 see stats
Log
Talent Reckless Charge is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
--------------------------------
Yellow jelly uses Slime Spit.
Ran for 9 turns (stop reason: hostile spotted to the east (yellow jelly)).
--------------------------------
Angry Jane attunes to the damage.
Angry Jane harrows yellow jelly!
Angry Jane slows down.
Yellow jelly's Slime Spit hits Angry Jane for (36 antimagic), 56 lightning (56 total damage).
Curse of Nightmares hits Yellow jelly for 52 mind, 34 darkness (86 total damage).
--------------------------------
Angry Jane speeds up.
--------------------------------
Angry Jane uses Reckless Charge.
Angry Jane performs a melee critical strike against Yellow jelly!
Angry Jane hits Yellow jelly for 76 physical, 9 nature, 83 nature, 65 physical (233 total damage).
Angry Jane killed Yellow jelly!
Angry Jane receives 22 healing from Unnatural Body.
--------------------------------
Resting starts...
Angry Jane is no longer attuned.
Talent Reckless Charge is ready to use.
Rested for 14 turns (stop reason: all resources and life at maximum).