













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Items Vault 1.7.0Donators/Buyers bonus! Faster ToME4 1.7.3
Comprehensive performance & stability overhaul for **ToME 1.7.6** (Upstream: 0.0.1). > **TL;DR**: Synchronous save pause reduced by **~68%** (459 ms → 145 ms); pure Lua FBO guard eliminates mid-frame rendering stalls; native memory leaks fixed. **100% pure Lua, zero external binaries, fully compatible with existing saves & achievements.**
All enabled by default. Toggles include: `fbo_gc_guard`, `hit_warning_interval_ms` (0 to disable), `snapshot_refresh`, `screenshot_png`, `save_clone`, `offline_chardump`, `unused_party_cleanup`, `export_gzip`. ---
适配 **ToME 1.7.6** 的全面性能与稳定性大版本(对比上游基准:0.0.1) > **核心摘要**:存盘主线程卡顿减少 **~68%**(459 ms → 145 ms),告别存盘假死;纯 Lua FBO 保护消除渲染卡顿与绘制错乱;根治多处内存泄漏。**全插件纯 Lua 实现,零 C 扩展依赖,100% 兼容原版存档、成就与规则。**
全部优化默认开启。需要时可在配置中独立调整:`fbo_gc_guard`(FBO保护)、`hit_warning_interval_ms`(受击间隔,0为不限速)、`snapshot_refresh`(快照刷新)、`screenshot_png`(极速截图)、`save_clone`(克隆加速)、`offline_chardump`(跳过离线导出)、`unused_party_cleanup`(跳过临时队伍)、`export_gzip`(无泄漏压缩)。 Balanced Wanderer Trees 1.7.4This addon gives the class and generic trees equal weight, so trees like Survival are not extremely common. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! ZOmnibus Addon Pack 1.7.4Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Improved Adventurer 1.7.4Allows adventurers to use talent trees from every classes and races, including those from addons. This addon is designed as a more "addon friendly" alternative to Much more Adventurous. It takes talents directly from the subclass/subrace list so it should : - Bypass race/class compatibility - Take talents trees from NPC only classes/races - Ignore the locks Additionally, "undead/lich", "Cursed/Cursed Aura" and talents from the Fallen Paladin can also be selected. Talents from the Technomancer and the Thaumaturgist dont work without their respective prodigy, so if you want them I recommend this addon : https://te4.org/games/addons/tome/evolve_adven1 It should be compatible with most classes and races from other addons. Ashes of Urh'Rok 1.7.4Official Expansion!Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Embers of Rage 1.7.4Official Expansion!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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Dwarf |
| Class | Skirmisher |
| Level / Exp | 19 / 77% |
| Size | medium |
| Lifes / Deaths | Killed by Xyratta the shivgoroth at level 11 on the 1st Profit 122nd year of Ascendancy at 10:25 0 / 6Killed by onilug at level 12 on the 1st Profit 122nd year of Ascendancy at 21:10 Killed by armoured skeleton warrior at level 13 on the 3rd Profit 122nd year of Ascendancy at 13:17 Killed by Gunsnake at level 14 on the 4th Profit 122nd year of Ascendancy at 09:17 Killed by Elokira the black crystal at level 14 on the 4th Profit 122nd year of Ascendancy at 10:44 Killed by Areldariabeth the red jelly at level 19 on the 15th Profit 122nd year of Ascendancy at 22:30 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 48 (base 41) |
| Constitution | 19 (base 10) |
| Magic | 11 (base 10) |
| Willpower | 20 (base 11) |
| Cunning | 44 (base 33) |
Resources
| Life | -28/479 |
| Stamina | 123/204 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 0.26979308143889 |
Speed
| Mental | -5.5511151231258E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 83 |
| Accuracy | 53 |
| Crit Chance | 21% |
| APR | 9 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 11 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +6% |
| Fire | +4% |
| Physical | +12% |
| Mind | +18% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +5% |
Defense: Base
| Armour (hardiness) | 36 (59.007671158813%) |
| Defense | 50 |
| Ranged Defense | 50 |
| Fatigue | 3.6899726700218 |
| Physical Save | 28 |
| Spell Save | 10 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 15%( 70%) |
| Blight | + 3%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 20%( 70%) |
| All | 0%( 70%) |
| Darkness | + 29%( 70%) |
| Light | + 6%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Disarm Resistance | 24% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 61% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 136 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You failed to protect the lost defiler from death by shivgoroth. Escort: lost defiler (level 2 of Norgos Lair) | failed |
You failed to protect the lost defiler from death by Usxil's Inner Demon. Escort: lost defiler (level 3 of Norgos Lair) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | Glimmerwreck the pair of dwarven-steel boots (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Ignore resists +15% light defense ------ Armor +4 Fatigue +3% Resistance +6% light +3% darkness other ------- Stamina/turn +0.50 Max stamina +25.00 Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | psychokinetic pouch of steel shots of crippling (7/19, 22-27 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master/Psionic Weapon Damage 22.5 - 27.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +9.5% Capacity 19 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 119 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
| Light source | Duathelbone the brass lantern2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +1 Con offense ------ Physical Power +10 (+3 eff.) When Hit 12 fire defense ------ Resistance +3% blight +5% fire +6% darkness Mind save +3 (+1 eff.) other ------- Stamina/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Nereldamina (0 def, 8 armour)3.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +1 Dex +3 Wil +3 Cun offense ------ Physical Crit +1.0% Critical power +10.00% Mindpower +4 (+2 eff.) Damage +12% physical defense ------ Armor +8 Fatigue +4% Resistance +1% physical A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Mayotha' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +4 Dex +4 Cun +2 Con offense ------ Physical Power +30 (+9 eff.) On-Hit 10 fire Damage +4% fire Accuracy +13 (+4 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% fire Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +24% other ------- Stamina/turn +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range 6 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | It Which Writhes0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: defense ------ Mind save +5 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
| On fingers | mule's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: defense ------ Fatigue -5% Mind save +6 (+3 eff.) Confus Resist +20% other ------- Encumbrance +21 Rings make your fingers look great! |
| Around neck | clarifying copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
| In main hand | Fogbone4.0 Encumbrance T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +12 darkness On-Hit, radius 1 +4 mind On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +2 Str +1 Wil offense ------ Mind Crit +1% Physical Power +6 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Magmatouch1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +1 Cun offense ------ Critical power +10.00% defense ------ Armor +7 Defense +7 (+2 eff.) Resistance +5% physical +9% fire Physical save +16 (+8 eff.) A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 28-39 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 28.0 - 39.2 Physical Uses 150% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Nimbusjeer the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Critical power +10.00% Damage +6% lightning +3% mind defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Adabeth the rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Mind Crit +3% Physical Power +5 (+2 eff.) Mindpower +5 (+2 eff.) Damage +15% mind Ignore resists +5% physical defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% acid other ------- Stamina/turn +2.00 A suit of armour made of leather. |
Inventory
healing infusion of the sneak (heal 141; cd 15)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 141 then cleanse 1 wound, poison, and disease effect. 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. Press to compare to your current inscriptions |
movement infusion of the duelist (speed 558%; cd 17)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune (damage 71; dur 4; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 71.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 68; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Firetooth the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +6% light When Hit 6 fire defense ------ Resistance +9% cold other ------- Masteries +0.12 Technique/Mobility Amulets make your neck look great! |
steel ring 'Lightningvengeance'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Mag +8 Wil offense ------ Spellpower +5 (+5 eff.) Damage +3% lightning Ignore resists +25% mind defense ------ Resistance +3% mind Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +14 (+7 eff.) Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+6 eff.) Damage +15% physical defense ------ Defense +7 (+2 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 36.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
magelord's ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +11 (+10 eff.) On-Hit 19 arcane Damage +15% darkness other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
chilling steel dagger (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
Ivogatira (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Rare] Nature Weapon Damage 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +9 nature On-Hit, radius 1 +4 mind On-crit, radius 2 +4 mind On Hit: * 20% chance to reduce all saves and defense by 20 While equipped: Stats +2 Wil offense ------ Critical power +10.00% Mindpower +5 (+2 eff.) Sharp, short and deadly. |
thorny mindstar (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Normal] Nature Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Voidoozer4.0 Encumbrance T3 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: * 20% chance to reduce damage dealt by 17% While equipped: Stats +6 Str +2 Con offense ------ Physical Power +12 (+4 eff.) defense ------ Defense +20 (+7 eff.) other ------- Reload +2 Stamina/turn +3.00 Longbows are used to shoot arrows at your foes. |
Rhysin the Flashreeve4.0 Encumbrance T1 sling 1H weapon [Rare] Nature Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-Hit, radius 1 +12 acid While equipped: Stats +2 Con offense ------ Damage +3% light Ignore resists +5% acid +5% fire other ------- Masteries +0.10 Wild-gift/Fungus Regenerate 60 life over 5 turns Puts all charms on 20 turn cooldown Slings are used to hurl stones or metal shots at your foes. |
ranger's rough leather sling4.0 Encumbrance T1 sling 1H weapon [Ego] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Dex Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 Encumbrance T1 sling 1H weapon [Normal] Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
pouch of iron shots (19/19, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (18/18, 16-19 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 18 Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of iron shots of wind (20/20, 12-15 power, 1 apr)3.0 Encumbrance T1 shot ammo [Ego+] Nature/Psionic Weapon Damage 12.5 - 15.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 20 Projectile Speed +200% On-ranged-hit +5 physical On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 153 physical damage * 20% chance to knock the target back 3 spaces and deal 119 physical damage Shots are used with slings to pummel your foes to death. |
Duvedin the steel shield (0 def, 7 armour, 12-15 power, 101.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane/Master When used to Attack: Weapon Damage 12.5 - 15.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +102 On-hit +11 light +11 darkness While equipped: Stats +3 Cun +2 Mag offense ------ Damage +11% light +11% darkness Ignore resists +5% mind defense ------ Armor +7 Fatigue +8% Resistance +12% light +11% darkness +6% mind Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 34-40 power, 83 block)7.0 Encumbrance T3 shield armor [Ego] Master When used to Attack: Weapon Damage 33.5 - 40.2 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +83 While equipped: defense ------ Armor +6 Fatigue +8% Resistance +12% physical other ------- Talents +1 Block Handheld deflection devices. |
cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +19% acid A suit of armour made of leather. |
rejuvenating steel mail armour of stability (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +6% physical Physical save +14 (+7 eff.) Life Regen +2.00 other ------- Stamina/turn +0.50 A suit of armour made of mail. |
steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor [Ego] Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% cold A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of temporal resistance (3 def, 16 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +16 Defense +3 (+1 eff.) Fatigue +12% Resistance +18% temporal A suit of armour made of mail. |
Issostir the Skyraptor1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+1 eff.) Damage +12% lightning When Hit 10 mind defense ------ Resistance +9% lightning A belt that goes around your waist. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
Crackleraze1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: defense ------ Resistance +9% blight +3% darkness +6% lightning Spell save +9 (+9 eff.) Life +40.00 Life Regen +0.60 Healmod +15% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A belt that goes around your waist. |
enveloping kruk cloak of protection (6 def, 0 armour)2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: defense ------ Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +5 (+5 eff.) Mind save +5 (+2 eff.) A stylish kruk-style cloak, to look awesome. |
linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +5% fire +6% cold other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
The Black Boots (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% Stealth +10 other ------- Shadow Power +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
pair of hardened leather boots 'Ebonypulverizer' (0 def, 6 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% darkness +9% mind Ignore resists +10% darkness +25% mind On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Armor +6 other ------- Infravision +2 A pair of boots made of leather. |
Dagudunagund the Sulfurspawn (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal Crit Resistance 5.00% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: defense ------ Armor +3 Fatigue +2% Silence Resist +21% Confus Resist +24% Stun Resist +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Sunbender' (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Nature While equipped: Stats +1 Cun +3 Str defense ------ Armor +4 Fatigue +3% Resistance +8% lightning +7% temporal +6% mind +18% fire other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +13.00 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. |
rough leather gloves 'Kiharador' (0 def, 9 armour)1.0 Encumbrance T1 hands armor [Rare] Arcane While equipped: Stats +1 Dex +3 Mag offense ------ Critical power +10.00% Damage +4% arcane +3% temporal Ignore resists +5% physical defense ------ Armor +9 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. |
Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+4 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
shielding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: Stats +2 Mag defense ------ Defense +1 (+0 eff.) Spell save +6 (+6 eff.) A pointy cloth hat, very wizardly... |
rough leather cap 'Magmabreeze' (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+2 eff.) Ignore resists +10% physical Ignore Armor +2 When Hit 2 fire defense ------ Armor +1 Fatigue +1% other ------- Stamina when Hit +0.80 EQ when Hit +0.90 Hate-on-crit +1.00 Max psi +40.00 A cap made of leather. |
Blastransom (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Disrupt While equipped: offense ------ Damage +9% lightning When Hit 2 fire defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +6% darkness +7% blight +12% fire +11% nature A pointy cloth hat, very wizardly... |
Poruyanne (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Cun offense ------ Mindpower +10 (+5 eff.) Damage +6% mind When Hit 4 mind defense ------ Defense +2 (+1 eff.) Resistance +9% acid +7% fire +6% cold other ------- Max hate +10.00 A pointy cloth hat, very wizardly... |
grounding iron helm of constitution (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of dexterity (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 Encumbrance 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. |
3 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
40 alchemist agate0.0 Encumbrance 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. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +42.00 other ------- Light +6 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. |
Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance 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. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
overpowered iron torque of psionic shield [power 39] (31 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 39 for 5 turns Puts all charms on 31 turn cooldown Torques are made by powerful psionics to store psionic powers. |
cleansing steel torque of mindblast [power 170] (15 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 201 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
Rimesear the yew wand of lightning storm [power 284] (15 cooldown)2.0 Encumbrance T3 wand charm [Rare] Arcane While equipped: offense ------ Damage +12% physical Ignore resists +15% cold defense ------ Defense +15 (+5 eff.) Resistance +6% cold Unlife -40.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 60 lightning damage and will be dazed for 1 turn (301 total damage) Puts all charms on 15 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Usxil the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 17:59 see stats
Squadmate (Insane (Adventure) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Usxil the Dwarf Skirmisher level 5
19th Voratun 122nd year of Ascendancy at 04:15 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Usxil the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 18:09 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Usxil the Dwarf Skirmisher level 16
9th Profit 122nd year of Ascendancy at 00:37 see stats
Log
Usxil instinctively hardens his skin and ignores the attack!
Usxil repels an attack from Areldariabeth the red jelly's Beyond the Flesh.
Usxil's Swift Shot hits Areldariabeth the red jelly for (36 to psi shield), 53 physical, 9 darkness, (2 to psi shield), 3 physical, 2 mind (67 total damage).
Talent Bash and Smash is ready to use.
Areldariabeth the red jelly uses Thermal Strike.
Usxil shrugs off the effect 'Frozen'!
Melee retaliation hits Areldariabeth the red jelly for 10 fire, 10 fire (20 total damage).
Areldariabeth the red jelly hits Usxil for (22 flat reduction), 37 fire, (0 flat reduction), 0 mind, (5 flat reduction), 0 fire, (3 flat reduction), 0 fire, (16 flat reduction), 0 fire, (5 flat reduction), 0 fire, (3 flat reduction), 0 fire, (16 flat reduction), 0 fire, (22 flat reduction), 73 fire (110 total damage).
Usxil uses Kneecapper.
Usxil's Kneecapper performs a ranged critical strike against Areldariabeth the red jelly!
Areldariabeth the red jelly is pinned to the ground.
Areldariabeth the red jelly deactivates Shadow Decoy.
Areldariabeth the red jelly is crippled.
Areldariabeth the red jelly resists the vile poison!
Usxil's Kneecapper hits Shadow for 8 decoy damage.
Usxil's Kneecapper hits Areldariabeth the red jelly for (68 to psi shield), 168 physical, (8 decoy), 0 darkness, (1 to psi shield), 2 physical, 2 mind (172 total damage).
Shadow casts Blindside.
Shadow hits Usxil for (10 flat reduction), 0 physical (0 total damage).
Melee retaliation hits Shadow for 9 fire damage.
Melee retaliation hits Areldariabeth the red jelly for 8 fire damage.
Areldariabeth the red jelly's Beyond the Flesh hits Usxil for (22 flat reduction), 16 fire, (4 flat reduction), 0 fire, (2 flat reduction), 0 fire, (14 flat reduction), 0 fire (16 total damage).
Usxil speeds up.
Talent Block is ready to use.
Areldariabeth the red jelly deactivates Kinetic Aura.
Areldariabeth the red jelly's mind surges with critical power!
Usxil reacts to damage from Areldariabeth the red jelly, mitigating the blow!.
Usxil is knocked back!
Areldariabeth the red jelly hits Usxil for (22 flat reduction), (33 reacted , -5 stam), 87 fire (87 total damage).
Usxil the level 19 dwarf skirmisher was scorched to death by Areldariabeth the red jelly on level 1 of Sandworm lair.





































































































