Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Tinker vs. Tinker 1.7.0Enemies can only spawn as steamclasses if you have tinkers yourself. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Race: Tinkerer 1.7.4Adds Tinkerer as a new Human subrace. Tinkerers are identical to Cornacs, except they begin with Steamtech/Physics and Steamtech/Chemistry instead of an additional category point. I made this race because I wanted a consistent way to obtain tinkers with any non-tinker class, without relying on the tinker escort. The Tinkerer is intended to be a balanced and viable alternative to the Cornac race within the official "Maj'Eyal: The Age of Ascendancy" campaign. When used with a tinker class, this race only grants an additional starting talent point to both Physics/Smith and to Chemistry/Therapeutics. Feel free to extend/modify this addon as you wish! My further ideas for this race or a similar one would be to add the Engineering and Blacksmith categories as racial talent trees, but adjust their mastery and unlock status based on whether the character is a tinker class or not. ---Changelog--- 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:
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:
NPC Forgiveness 2.5 1.5.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Items Vault 1.7.0Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Class: Fallen 1.7.0Fallen has been added to the base game as an evolution for Sun Paladins This addon contains the original version, a base class afflicted/celestial hybrid. Fallen are unlocked alongside Sun Paladins. Please report any bugs on the forum thread. This class is originally inspired by the enemies John and Aluin, Afflicted Sun Paladins. Fallen have a mix of old and new trees. Celestial Combat Celestial Light Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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: Wanderer pick 1 in 3 talent choice 1.7.4Wanderer now choose one in three random talent trees instead. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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. Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: 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 | Male |
Race | Skeleton |
Class | Fallen |
Level / Exp | 22 / 62% |
Size | medium |
Lifes / Deaths | Killed by Emeledana the ghoul at level 22 on the 4th Haze 122nd year of Ascendancy at 13:24 / 1 |
Primary Stats
Strength | 37 (base 18) |
Dexterity | 28 (base 10) |
Constitution | 23 (base 10) |
Magic | 51 (base 51) |
Willpower | 56 (base 39) |
Cunning | 15 (base 10) |
Resources
Life | -14/723 |
Positive | 54/113 |
Hate | 100/100 |
Healing Factor | 1.3799022211821 |
Regeneration | 29.848432459977 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 55 |
Accuracy | 50 |
Crit Chance | 14% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 11 |
Accuracy | 50 |
Crit Chance | 17% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 60 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Fire | +6% |
Acid | +27% |
Nature | +34% |
Temporal | +6% |
Darkness | +12% |
Physical | +10% |
Mind | +24% |
All | 0% |
Offense: Damage Penetration
Darkness | +5% |
Physical | +5% |
Nature | +25% |
Defense: Base
Armour (hardiness) | 43 (60%) |
Defense | 25 |
Ranged Defense | 25 |
Fatigue | 10 |
Physical Save | 42 |
Spell Save | 39 |
Mental Save | 31 |
Defense: Resistances
Acid | + 16%( 70%) |
Physical | + 13%( 70%) |
Cold | + 22%( 70%) |
All | + 11%( 70%) |
Darkness | + 16%( 70%) |
Light | + 14%( 70%) |
Temporal | + 32%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 14%( 70%) |
Nature | + 64%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 100% |
Disarm Resistance | 43% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 454 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 97 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 Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Dexterity stat. |
Class Talents
Cursed / Gloom | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Darkside | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Celestial / Combat | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Bloodstained | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Cursed / Cursed aura | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Celestial / Dirges | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Light | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
beneficial effect | The target is regenerating health Dirge of Famine |
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 |
You failed to protect the lost defiler from death by aether beam. Escort: lost defiler (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by multi-hued crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | pair of dwarven-steel boots 'Magmariver' (Misfortune) (0 def, 4 armour) pair of dwarven-steel boots 'Magmariver' (Misfortune) (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: -1% Changes stats: +3 Con / +3 Wil Changes resistances: +5% lightning / +9% temporal / +3% fire Changes resistances penetration: +25% nature / +5% physical Changes damage: +6% fire Maximum encumbrance: +27 Physical save: +8 (+2 eff.) Mindpower: +3 (+1 eff.) Curse of Misfortune It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 12 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Blackclamor BlackclamorInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour: +10 Damage when hit (Melee): 2 mind Changes resistances: +6% darkness Changes resistances penetration: +5% darkness Changes damage: +12% darkness Reduces incoming crit damage: 15.00% Physical save: +8 (+2 eff.) Stun/Freeze immunity: +20% Light radius: +4 Healing mod.: +16% A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Steel Helm of Garkul (Misfortune) (0 def, 6 armour) Steel Helm of Garkul (Misfortune) (0 def, 6 armour)Requires: - Heavy armour training - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +12 (+6 eff.) Curse of Misfortune A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On hands | Relgesta the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour) Relgesta the dwarven-steel gauntlets (Misfortune) (0 def, 2 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +20 (+6 eff.) Armour: +2 Fatigue: +3% Changes stats: +3 Dex Changes resistances: +9% lightning / +3% light / +3% nature Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Life regen: +3.00 Stamina each turn: +0.50 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | dragonbone wand of conjuration 'Beidin' [power 335] (7/15 cooldown) dragonbone wand of conjuration 'Beidin' [power 335] (7/15 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 5 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +6% acid / +9% temporal Changes damage: +6% temporal It can be used to fire a magical bolt dealing 425 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | solipsist's copper ring of life solipsist's copper ring of lifeInfused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +4 Wil Life regen: +7.00 Maximum life: +49.00 Mindpower: +6 (+2 eff.) Healing mod.: +11% Rings make your fingers look great! |
On fingers | gold ring 'Malilatar' gold ring 'Malilatar'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil Changes resistances: +26% nature Changes damage: +12% acid / +13% nature / +9% mind Mindpower: +10 (+3 eff.) Mental crit. chance: +4% Light radius: +2 Rings make your fingers look great! |
Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
In main hand | Ivira the dwarven-steel mace (Corpses) (27-38 power, 4 apr) Ivira the dwarven-steel mace (Corpses) (27-38 power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +7 nature When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +6 Defense: +8 (+4 eff.) Critical mult.: +10.00% Disarm immunity: +23% Only die when reaching: -20.00 life Curse of Corpses Blunt and deadly. |
Around waist | Shadowwyrd (Corpses) Shadowwyrd (Corpses)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 28% Damage when hit (Melee): 8 darkness Changes resistances: +9% lightning / +6% temporal / +2% physical Life regen: +2.00 Maximum life: +100.00 Curse of Corpses A belt that goes around your waist. |
In off hand | steel dagger 'Rimevein' (Corpses) (12-16 power, 6 apr) steel dagger 'Rimevein' (Corpses) (12-16 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 12.5 - 16.2 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 79 damage On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +7.0% Damage when hit (Melee): 4 cold Changes resistances: +12% cold Changes damage: +6% nature Curse of Corpses Sharp, short and deadly. |
Cloak | Cloak of Deception (Corpses) Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Main armor | Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour) Spider-Silk Robe of Spydrë (Shrouds) (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+5 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% Curse of Shrouds This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
blink rune of the duelist (range 5; phase 15; cd 12) blink rune of the duelist (range 5; phase 15; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Hykath the copper amulet Hykath the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str Changes resistances: +6% blight Talent mastery: +0.12 Cursed / Bloodstained Reduces incoming crit damage: 5.00% Pinning immunity: +10% Healing mod.: +5% Amulets make your neck look great! |
copper amulet 'Growwar' copper amulet 'Growwar'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +3 Wil Changes resistances: +7% physical Changes resistances penetration: +25% nature Reduces incoming crit damage: 15.00% Stamina each turn: +0.20 Amulets make your neck look great! |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
marksman's copper ring of light (+20%) marksman's copper ring of light (+20%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% light Changes damage: +10% light Rings make your fingers look great! |
psionicist's copper ring of darkness (+24%) psionicist's copper ring of darkness (+24%)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% darkness Changes damage: +12% darkness Mental save: +4 (+2 eff.) Rings make your fingers look great! |
iron longsword 'Blackwinter' (Madness) (15-21 power, 2 apr) iron longsword 'Blackwinter' (Madness) (15-21 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.0 - 21.0 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 acid Damage (radius 1) on hit: +12 mind When wielded/worn: Changes resistances penetration: +5% darkness Changes damage: +3% acid Curse of Madness Sharp, long, and deadly. |
iron waraxe 'Silann' (Nightmares) (16-23 power, 2 apr) iron waraxe 'Silann' (Nightmares) (16-23 power, 2 apr)Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 16.5 - 23.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (radius 1) on hit: +16 acid When wielded/worn: Changes stats: +1 Str Curse of Nightmares One-handed war axes. |
iron waraxe of daylight (Madness) (10-15 power, 2 apr) iron waraxe of daylight (Madness) (10-15 power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 10.5 - 14.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +6 light Damage against: +5% Undead Curse of Madness One-handed war axes. |
steel waraxe 'Nefast' (Corpses) (12-18 power, 3 apr) steel waraxe 'Nefast' (Corpses) (12-18 power, 3 apr)Requires: - Strength 16 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 35 Damage (Melee): +6 mind When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +7 Changes stats: +10 Wil / +3 Cun / +6 Con Changes resistances: +6% light / +3% fire Changes resistances penetration: +5% all Maximum life: +27.00 Mental crit. chance: +4% Curse of Corpses One-handed war axes. |
Brandstalker the iron dagger (Shrouds) (10-14 power, 5 apr) Brandstalker the iron dagger (Shrouds) (10-14 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +16 fire Damage (radius 2) on crit: +12 fire When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +3 Str / +2 Dex / +1 Mag / +2 Con Changes resistances penetration: +5% fire / +6% physical Disarm immunity: +12% Curse of Shrouds Sharp, short and deadly. |
arcing iron dagger of massacre (Shrouds) (16-21 power, 5 apr) arcing iron dagger of massacre (Shrouds) (16-21 power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 16.0 - 20.8 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage Curse of Shrouds Sharp, short and deadly. |
iron dagger of phasing (Shrouds) (10-12 power, 12 apr) iron dagger of phasing (Shrouds) (10-12 power, 12 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +12 Crit. chance: +4.0% Attack speed: 100% Damage Shield penetration (this weapon only): +10% Curse of Shrouds Sharp, short and deadly. |
thought-forged steel dagger of projection (Misfortune) (14-18 power, 6 apr) thought-forged steel dagger of projection (Misfortune) (14-18 power, 6 apr)Requires: - Dexterity 16 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 14.0 - 18.2 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 14% chance to reduce all saves and defense by 35 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +3 Wil Curse of Misfortune Sharp, short and deadly. |
shocking steel shield of fire resistance (+17%) (Shrouds) (0 def, 4 armour, 14-17 power, 42 block) shocking steel shield of fire resistance (+17%) (Shrouds) (0 def, 4 armour, 14-17 power, 42 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 14.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 11 lightning Damage when hit (Melee): 3 lightning Changes resistances: +17% fire Talent granted: +1 Block Curse of Shrouds Handheld deflection devices. |
rough leather belt 'Rainsweep' (Shrouds) rough leather belt 'Rainsweep' (Shrouds)Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% lightning / +6% temporal Changes damage: +9% cold Spell save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +4 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Shrouds A belt that goes around your waist. |
Daimylakan the linen cloak (Shrouds) (1 def, 4 armour) Daimylakan the linen cloak (Shrouds) (1 def, 4 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +1 Mag / +2 Wil Changes damage: +3% physical Maximum stamina: +30.00 Curse of Shrouds A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. linen cloak 'Lightningwar' (Nightmares) (1 def, 0 armour)linen cloak 'Lightningwar' (Nightmares) (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 28% Changes stats: +2 Str / +2 Con Changes resistances: +15% cold Changes resistances penetration: +25% lightning Changes damage: +12% cold Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Cinderweeper' (Misfortune) (0 def, 3 armour) pair of rough leather boots 'Cinderweeper' (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Changes stats: +2 Str / +1 Dex / +3 Mag / +2 Cun Changes resistances penetration: +5% fire Infravision radius: +2 Curse of Misfortune A pair of boots made of leather. |
pair of hardened leather boots 'Flarekiller' (Misfortune) (0 def, 3 armour) pair of hardened leather boots 'Flarekiller' (Misfortune) (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +8 Cun Changes resistances: +8% fire / +8% cold Changes damage: +12% fire Maximum hate: +4.00 Mental crit. chance: +2% Curse of Misfortune A pair of boots made of leather. |
pair of iron boots 'Islatha' (Corpses) (0 def, 3 armour) pair of iron boots 'Islatha' (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Wil Changes resistances: +5% arcane Changes resistances penetration: +5% mind Life regen: +2.00 Stamina each turn: +0.40 Hate when firing a critical mind attack: +2.00 Maximum stamina: +12.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Curse of Corpses Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
naturalist's rough leather gloves of strength (+2) (Madness) (0 def, 1 armour) naturalist's rough leather gloves of strength (+2) (Madness) (0 def, 1 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +1 Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +6% nature Changes damage: +3% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Radiancepeal the hardened leather gloves (Corpses) (0 def, 2 armour) Radiancepeal the hardened leather gloves (Corpses) (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 darkness / 5 arcane Changes stats: +7 Mag / +4 Wil Changes resistances: +10% darkness / +5% arcane Changes resistances penetration: +10% light Changes damage: +5% arcane / +3% light / +6% darkness Life regen: +3.00 Stamina each turn: +0.60 Maximum stamina: +16.00 Spellpower: +6 (+2 eff.) Light radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Corpses Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Elayaba' (Misfortune) (0 def, 2 armour) hardened leather gloves 'Elayaba' (Misfortune) (0 def, 2 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Damage when hit (Melee): 4 acid Changes stats: +4 Str Changes resistances: +9% acid Changes damage: +3% acid / +3% temporal Life regen: +5.30 Stamina each turn: +1.00 Psi each turn: +0.16 Maximum stamina: +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Misfortune Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful iron gauntlets of magic (+2) (Shrouds) (0 def, 1 armour) restful iron gauntlets of magic (+2) (Shrouds) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +2 Mag Changes damage: +4% arcane Life regen: +1.00 Stamina each turn: +0.60 Maximum stamina: +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Mothel (Shrouds) (0 def, 2 armour) Mothel (Shrouds) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 arcane / 8 light Changes stats: +3 Str / +3 Mag / +7 Wil / +3 Con Changes resistances: +5% arcane / +7% light Changes resistances penetration: +10% acid Changes damage: +18% blight / +4% arcane / +5% light Talent mastery: +0.20 Technique / Grappling Disarm immunity: +24% Spellpower: +7 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Shrouds Metal gloves protecting the hands up to the middle of the lower arm. |
Bokolen (Misfortune) (1 def, 0 armour) Bokolen (Misfortune) (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +5% arcane / +9% fire / +3% darkness / +10% mind Changes damage: +10% mind Light radius: +2 See invisible: +3 Curse of Misfortune A pointy cloth hat, very wizardly... |
stabilizing iron helm (Corpses) (0 def, 3 armour) stabilizing iron helm (Corpses) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Physical save: +11 (+3 eff.) Curse of Corpses A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 emerald 2 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Kheluderig the brass lantern Kheluderig the brass lanternPowered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 35 Damage when hit (Melee): 2 acid / 10 fire Changes stats: +2 Cun Changes resistances: +3% mind / +6% fire Mindpower: +20 (+5 eff.) Light radius: +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. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +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. |
brass lantern 'Ulfiharahek' brass lantern 'Ulfiharahek'Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes resistances: +6% fire Changes damage: +3% arcane Mana when firing critical spell: +2.00 Light radius: +3 Damage Shield penetration: +30% 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. |
Armokalthothel the Cobrawish (dig speed 38 turns) Armokalthothel the Cobrawish (dig speed 38 turns)Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +1 Str Changes resistances: +10% nature Changes resistances penetration: +5% nature Changes damage: +5% nature Only die when reaching: -20.00 life When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Growtrial the iron pickaxe (dig speed 28 turns) Growtrial the iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 63% Changes stats: +1 Str Changes damage: +9% fire / +6% light / +6% nature Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+5 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 14 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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. |
Achievements
By High Fallin the Skeleton Fallen level 21
67th Dusk 122nd year of Ascendancy at 13:39 see stats
By High Fallin the Skeleton Fallen level 10
14th Dusk 122nd year of Ascendancy at 00:50 see stats
By High Fallin the Skeleton Fallen level 20
60th Dusk 122nd year of Ascendancy at 20:28 see stats
By High Fallin the Skeleton Fallen level 9
10th Dusk 122nd year of Ascendancy at 17:01 see stats
By High Fallin the Skeleton Fallen level 14
24th Dusk 122nd year of Ascendancy at 12:29 see stats
By High Fallin the Skeleton Fallen level 21
68th Dusk 122nd year of Ascendancy at 21:18 see stats
By High Fallin the Skeleton Fallen level 16
36th Dusk 122nd year of Ascendancy at 18:55 see stats
Log
High Fallin performs a melee critical strike against Emeledana the ghoul!
High Fallin hits High Fallin for 4 healing, 1 healing, 1 healing, 4 healing (0 total damage) [11 healing].
High Fallin hits Aerytta the midge swarm for 5 mind, (6 blocked), 0 nature, (22 blocked), 0 light, 5 mind, (22 blocked), 0 light, 2 mind, (50 blocked), 0 lightning (12 total damage).
High Fallin hits Emeledana the ghoul for 44 physical, 7 nature, 15 light, 4 mind, 5 physical, 15 light, 4 mind, 50 lightning (143 total damage).
Melee retaliation hits High Fallin for (1 flat reduction), 0 lightning, (1 flat reduction), 0 lightning (0 total damage).
Melee retaliation hits High Fallin for (2 flat reduction), 0 mind, (2 flat reduction), 0 mind (0 total damage).
Aerytta the midge swarm overcomes the gloom.
Aerytta the midge swarm has recovered!
Emeledana the ghoul receives 28 healing from Unnatural Body.
Bleeding from High Fallin hits Emeledana the ghoul for 26 physical damage.
High Fallin receives 2 healing.
Poison from High Fallin hits Emeledana the ghoul for 4 nature damage.
Mindrot hits High Fallin for (11 flat reduction), 0 mind, (10 flat reduction), 0 darkness (0 total damage).
Aerytta the midge swarm uses Shield Pummel.
High Fallin is recovering from the damage!
Aerytta the midge swarm is poisoned!
Aerytta the midge swarm slows down.
Aerytta the midge swarm is recovering from the damage!
High Fallin resists the shield bash!
Melee retaliation hits Aerytta the midge swarm for 3 nature, 7 darkness, 3 cold, 42 mind, 18 nature, 3 nature, 7 darkness, 3 cold, 42 mind, 18 nature (144 total damage).
High Fallin hits High Fallin for 3 healing, 2 healing, 3 healing, 2 healing (0 total damage) [10 healing].
Aerytta the midge swarm hits High Fallin for (12 flat reduction), 20 physical, (12 flat reduction), 4 lightning, (12 flat reduction), 9 physical, (12 flat reduction), 0 lightning (33 total damage).
Emeledana the ghoul uses Slash.
High Fallin uses Retch.
High Fallin VOMITS on the ground!
High Fallin suffers from damage from Emeledana the ghoul, mitigating the blow!.
Melee retaliation hits Emeledana the ghoul for 4 nature, 5 darkness, 3 cold, 34 mind, 21 nature (66 total damage).
High Fallin hits High Fallin for 3 healing, 2 healing (0 total damage) [5 healing].
Emeledana the ghoul hits High Fallin for (12 flat reduction), (125 bled out), 378 physical (378 total damage).
High Fallin the level 22 skeleton fallen was bludgeoned to death by Emeledana the ghoul on level 4 of Old Forest.