











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Shadowblade |
| Level / Exp | 21 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by Isurin the thief at level 20 on the 17th Shortage 122nd year of Ascendancy at 03:00 / 2Killed by RLAAAAA's Inner Demon at level 21 on the 23rd Shortage 122nd year of Ascendancy at 21:29 |
Primary Stats
| Strength | 16 (base 12) |
| Dexterity | 53 (base 47) |
| Constitution | 16 (base 10) |
| Magic | 24 (base 26) |
| Willpower | 24 (base 10) |
| Cunning | 41 (base 31) |
Resources
| Life | -197/494 |
| Mana | 0/290 |
| Stamina | 176/215 |
| Healing Factor | 1.1545771506546 |
| Regeneration | 2.5977985889727 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 6 |
| See Stealth | 7 |
| See Invisible | 12 |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 62 |
| Crit Chance | 30% |
| APR | 26 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 62 |
| Crit Chance | 27% |
| APR | 23 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +9% |
| Acid | +8% |
| Light | +22% |
| Nature | +3% |
| Darkness | +11% |
| Physical | +11% |
| Fire | +14% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Lightning | +5% |
| Fire | +11% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (44.574340358689%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 29%( 70%) |
| All | + 9%( 70%) |
| Darkness | + 44%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 33%( 70%) |
| Lightning | + 17%( 70%) |
| Fire | + 27%( 70%) |
| Mind | + 14%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Disarm Resistance | 27% |
| Instadeath Resistance | 100% |
| Blind Resistance | 14% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 303 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
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. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed bloated horror heart. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Cloudresolve (0 def, 5 armour)3.0 Encumbrance T5 feet armor [Random Unique] Master/Psionic While equipped: Stats +3 Dex +4 Wil +7 Cun offense ------ Ignore resists +5% lightning On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +5 Fatigue +4% Resistance +3% lightning +9% temporal +3% light +10% fire +3% darkness +11% cold Physical save +11 (+4 eff.) Spell save +15 (+7 eff.) Mind save +13 (+5 eff.) Disengage: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Smearthorn'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +3% nature defense ------ Resistance +6% mind Physical save +3 (+1 eff.) Mind save +6 (+3 eff.) Knockbk Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Light +3 See Stealth +7 See Invisibility +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. |
| On head | Armabers (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +3% darkness Mind save +9 (+4 eff.) Healmod +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | rough leather gloves 'Isivena' (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 physical Damage +4% physical Ignore Armor +4 defense ------ Armor +7 Unlife -60.00 life Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Stamina/turn +1.00 Max stamina +20.00 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. |
| Tool | elm totem of stinging [power 110] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Sting an enemy dealing 113 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | psionicist's copper ring of darkness (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% darkness defense ------ Resistance +22% darkness Mind save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | copper ring of pilfering0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+2 eff.) Ignore Armor +8 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
| Around neck | vitalizing copper amulet of vision0.1 Encumbrance T1 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con defense ------ Physical save +7 (+3 eff.) Life +31.00 Life Regen +2.00 Blind Resist +14% other ------- Infravision +3 Sight +2 See Invisibility +6 Amulets make your neck look great! |
| In main hand | balanced stralite dagger of crippling (135% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 136% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Accuracy +8 (+2 eff.) defense ------ Defense +6 (+1 eff.) Disarm Resist +27% Sharp, short and deadly. |
| Around waist | Sunvein the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Dex +3 Cun +5 Lck offense ------ Damage +9% light Accuracy +20 (+5 eff.) Ignore Armor +1 When Hit 2 light defense ------ Stealth +6 other ------- Disarm Traps +6 Infravision +3 A belt that goes around your waist. |
| In off hand | steel dagger 'Noonstone' (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +6 cold On-crit, radius 2 +12 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 15 * Create an explosion dealing 43 fire damage (1/turn) * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Damage +6% fire Ignore resists +15% light +11% fire Sharp, short and deadly. |
| Cloak | enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +7 (+2 eff.) Resistance +10% darkness +11% temporal Physical save +6 (+2 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Shadowresolve (18 def, 5 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master While equipped: offense ------ Damage +8% acid +7% physical +13% light +8% fire +9% cold When Hit 2 darkness defense ------ Armor +5 Defense +18 (+4 eff.) Resistance +11% acid +11% physical +19% light +11% cold +10% fire +9% all Physical save +17 (+6 eff.) Knockbk Resist +10% other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 217; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 217 life over 5 turns. 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. |
wild infusion of the duelist (res 27%; mental; dur 4; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
wild infusion of the sneak (res 24%; mental; dur 2; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. 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. |
Delidil0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +3% mind defense ------ Resistance +6% mind Physical save +10 (+4 eff.) Spell save +11 (+5 eff.) Mind save +11 (+4 eff.) Healmod +10% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 205 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +12% mind Confus Resist +20% Amulets make your neck look great! |
copper ring 'Smearreaper'0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% acid +9% nature defense ------ Resistance +6% light Life Regen +1.00 Stun Resist +23% Knockbk Resist +10% Rings make your fingers look great! |
mule's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 Rings make your fingers look great! |
mule's copper ring of lightning (+20%) =lightning res=0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +10% lightning defense ------ Fatigue -4% Resistance +20% lightning other ------- Encumbrance +22 Rings make your fingers look great! |
elemental dwarven-steel battleaxe of the mystic (138% power, 2 apr)3.0 Encumbrance T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Arcane Weapon Damage 139% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 43 cold damage (1/turn) While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +14 (+7 eff.) Damage +13% cold Ignore resists +13% cold Massive two-handed battleaxes. |
steel battleaxe of daylight (119% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 120% Range: 1.0x-1.5x Uses 120% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +9 light Damage Against +10% Undead Massive two-handed battleaxes. |
Hihek (115% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: defense ------ Defense +20 (+5 eff.) Resistance +3% cold Physical save +9 (+3 eff.) Life +20.00 Silence Resist +10% Sharp, short and deadly. |
Silodalle the Obsidianpassion (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Nature Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +20 darkness On-crit, radius 2 +12 fire While equipped: Stats +6 Con +7 Wil offense ------ Ignore resists +15% darkness defense ------ Resistance +6% lightning +12% fire Life +47.00 Sharp, short and deadly. |
Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Dex, 50% Cun Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+4 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
elemental iron dagger of rage (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 43 cold damage (1/turn) While equipped: Stats +2 Str offense ------ Damage +7% cold +6% physical Ignore resists +8% cold Accuracy +6 (+2 eff.) Sharp, short and deadly. |
elemental steel dagger of phasing (105% power, 12 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Arcane Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Critical Rate +5.0% Attack Speed 100% Ignore Shields +12% On Hit: * Create an explosion dealing 43 acid damage (1/turn) While equipped: offense ------ Damage +7% acid Ignore resists +11% acid Sharp, short and deadly. |
hateful iron dagger of massacre (113% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 113% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +5 darkness Damage Against +5% Living Sharp, short and deadly. |
steel dagger 'Relgefast' (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Str offense ------ Damage +6% physical Accuracy +12 (+3 eff.) defense ------ Armor +6 Resistance +6% cold Physical save +3 (+1 eff.) Confus Resist +20% Knockbk Resist +20% Sharp, short and deadly. |
thought-forged iron greatsword of massacre (124% power, 1 apr) =2CUN=3.0 Encumbrance T1 greatsword 2H weapon [Ego] Master/Psionic Weapon Damage 124% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +10 mind On Hit: * 16% chance to reduce all saves and defense by 18 While equipped: Stats +2 Cun +2 Wil Massive two-handed swords. |
Lustreshine (112% power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Rare] Master Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +4 Wil offense ------ Physical Crit +7.0% Critical power +13.00% Ignore resists +5% mind +5% light Ignore Armor +7 On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Resistance +6% darkness +3% lightning other ------- Light +2 Blunt and deadly. |
Aeritha the mossy mindstar (77% power, 12 apr, nature damage) =5 mag wepaon=3.0 Encumbrance T1 mindstar 1H weapon [Rare] Nature/Psionic Weapon Damage 77% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +1 Dex +5 Mag +3 Wil +3 Cun offense ------ Mind Crit +1% Critical power +6.00% Mindpower +2 (+1 eff.) other ------- Infravision +3 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. |
Elomira the vined mindstar (88% power, 18 apr, mind damage) =3 cun weapn=3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature/Psionic Weapon Damage 89% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Cun offense ------ Mind Crit +2% Critical power +7.00% Mindpower +9 (+5 eff.) defense ------ Resistance +5% arcane +15% acid Mind save +3 (+2 eff.) other ------- Max psi +13.00 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. |
Elabeth (107% power, 3 apr) =4 MAG WEPAON=3.0 Encumbrance T2 waraxe 1H weapon [Rare] Psionic Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +20 acid On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +1 Con +4 Mag defense ------ Resistance +15% acid other ------- Light +2 Infravision +2 One-handed war axes. |
inquisitor's steel waraxe of shearing (108% power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego++] Disrupt/Master Weapon Damage 108% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Critical: * Deals 43 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) While equipped: offense ------ Ignore resists +8% all Accuracy +9 (+2 eff.) Ignore Armor +5 One-handed war axes. |
insulating rough leather belt1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +7% cold A belt that goes around your waist. |
nightruned rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Cyreta'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +15% blight When Hit 2 acid defense ------ Resistance +3% acid Life +30.00 A belt that goes around your waist. |
linen cloak 'Adybeth' (11 def, 0 armour) =2 STAM PER TURN=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con offense ------ Ignore resists +5% blight Accuracy +3 (+1 eff.) Ignore Armor +4 defense ------ Defense +11 (+3 eff.) Resistance +3% blight other ------- Stamina/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Dex +2 Wil +2 Cun defense ------ Defense +1 (+0 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
focusing woollen robe of darkness (+21%) (0 def, 0 armour) =5 mag armor=2.0 Encumbrance T2 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +14% darkness defense ------ Resistance +21% darkness +9% all other ------- Mana/turn +0.11 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Icepulverizer' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Str +3 Mag offense ------ Damage +13% cold Ignore resists +5% cold defense ------ Resistance +15% cold +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blood-soaked pair of iron boots of speed (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego+] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Physical Power +4 (+2 eff.) Move Speed +25% Ignore Armor +4 defense ------ Armor +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Iseba' (0 def, 1 armour) =STAMINA PER TURN=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Mind Crit +3% defense ------ Armor +1 Resistance +3% blight Life Regen +2.00 other ------- Stamina/turn +0.40 Max stamina +12.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Lavapierce (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Dex +5 Con offense ------ On-Hit 6 cold Damage +3% cold Ignore resists +5% fire defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- See Invisibility +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Lightpunish the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Mag offense ------ On-Hit 5 acid Damage +3% acid Ignore resists +5% light +5% nature defense ------ Armor +1 Resistance +6% acid other ------- Light +1 Infravision +3 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. |
Rhychak the Airterror (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Damage +3% lightning When Hit 2 cold defense ------ Armor +1 Spell save +9 (+4 eff.) Unlife -60.00 life Life Regen +1.00 Healmod +5% Pinning Resist +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Stamina/turn +0.70 Max stamina +16.00 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. |
iron gauntlets 'Cyrudatta' (0 def, 1 armour) =6 MAG GLOVES=1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +4 Dex +6 Mag offense ------ Damage +6% arcane Accuracy +12 (+3 eff.) On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 defense ------ Armor +1 Fatigue +1% other ------- See Invisibility +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Yvubrera the Gleamblack (1 def, 0 armour) =3 mag head=2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Critical power +5.00% Accuracy +15 (+4 eff.) When Hit 10 light defense ------ Defense +1 (+0 eff.) Physical save +3 (+1 eff.) Spell save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Woetreason (21/21, 105% power, 5 apr)3.0 Encumbrance T1 arrow ammo [Rare] Nature Weapon Damage 106% Range: 1.0x-1.4x Uses 70% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 21 On-ranged-hit +16 darkness +29 cold On-Hit, radius 1 +20 darkness +8 cold On-crit, radius 2 +9 cold Arrows are used with bows to pierce your foes to death. |
3 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. |
165 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. |
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 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Giba (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +1 Str offense ------ Physical Crit +2.0% Damage +3% physical Ignore resists +20% arcane defense ------ Resistance +5% arcane other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (0/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 200/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
Issadunagund the Phoenixspawner [power 116] (20 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil defense ------ Resistance +6% fire other ------- Light +3 See Invisibility +3 Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of conjuration [power 150] (20 cooldown)2.0 Encumbrance T1 wand charm [Ego] Arcane Fire a magical bolt dealing 164 cold damage Puts all charms on 20 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By RLAAAAA the Dwarf Shadowblade level 11
20th Profit 122nd year of Ascendancy at 06:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By RLAAAAA the Dwarf Shadowblade level 10
3rd Acquisition 122nd year of Ascendancy at 22:40 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By RLAAAAA the Dwarf Shadowblade level 20
3rd Shortage 122nd year of Ascendancy at 01:44 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By RLAAAAA the Dwarf Shadowblade level 6
20th Voratun 122nd year of Ascendancy at 03:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By RLAAAAA the Dwarf Shadowblade level 10
1st Profit 122nd year of Ascendancy at 16:08 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By RLAAAAA the Dwarf Shadowblade level 15
17th Dearth 122nd year of Ascendancy at 04:30 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By RLAAAAA the Dwarf Shadowblade level 18
15th Loss 122nd year of Ascendancy at 23:41 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By RLAAAAA the Dwarf Shadowblade level 20
17th Shortage 122nd year of Ascendancy at 03:01 see stats
Log
Talent Shadowstep is ready to use.
RLAAAAA's Inner Demon uses Evasion.
RLAAAAA's Inner Demon tries to evade attacks.
RLAAAAA's Inner Demon uses Infusion: Wild.
RLAAAAA's Inner Demon lessens the pain.
RLAAAAA uses Tumble.
RLAAAAA's Inner Demon casts Shadow Grasp.
RLAAAAA's Inner Demon uses Flurry.
RLAAAAA's Inner Demon performs a melee critical strike against RLAAAAA!
RLAAAAA has temporarily forgotten Shadow Grasp for 3 turns!
RLAAAAA has temporarily forgotten Shadow Dance for 3 turns!
RLAAAAA instinctively hardens her skin and ignores the attack!
RLAAAAA repels an attack from RLAAAAA's Inner Demon.
RLAAAAA instinctively hardens her skin and ignores the attack!
RLAAAAA repels an attack from RLAAAAA's Inner Demon.
RLAAAAA's Inner Demon hits RLAAAAA for 35 darkness damage.
Melee retaliation hits RLAAAAA's Inner Demon for 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness, 0 light, 0 darkness (3 total damage).
RLAAAAA's Inner Demon hits RLAAAAA for 25 physical, 1 arcane, 4 physical, 10 darkness, 15 physical, 3 cold, 0 arcane, 4 physical, 10 darkness, 7 blight, 25 fire, 28 physical, 0 arcane, 4 physical, 10 darkness, 11 physical, 3 cold, 0 arcane, 4 physical, 10 darkness (169 total damage).
RLAAAAA shrugs off the effect 'Seared'!
Velunne the treant's psionic searing area effect hits RLAAAAA for 16 mind damage.
Talent Shadowguard is ready to use.
Talent Dual Strike is ready to use.
RLAAAAA's Inner Demon uses Dual Strike.
RLAAAAA's Inner Demon misses RLAAAAA.
RLAAAAA's fades into the shadows.
Melee retaliation hits RLAAAAA's Inner Demon for 0 light, 0 darkness, 0 light, 0 darkness (2 total damage).
RLAAAAA's Inner Demon hits RLAAAAA for 47 physical, 0 arcane, 4 physical, 10 darkness, 17 physical, 3 cold, 0 arcane, 4 physical, 10 darkness, 25 fire (118 total damage).
RLAAAAA the level 21 dwarf shadowblade was blazed to death by a RLAAAAA's Inner Demon on level 1 of Old Forest.
Space restabilizes around you.






































































































