Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. 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:
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: Skirmisher + Annihilator DeJankifier 1.7.0Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects: Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon. Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type. Talents that now hit instantly: This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon. Enjoy! Always center your character 1.5.5Always center your character Items Vault 1.7.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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 QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Temporal Warden |
Level / Exp | 23 / 64% |
Size | medium |
Lifes / Deaths | Killed by Shasshhiy'Kaish at level 23 on the 54th Haze 122nd year of Ascendancy at 18:38 / 2Killed by Shasshhiy'Kaish at level 23 on the 54th Haze 122nd year of Ascendancy at 18:52 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 62 (base 46) |
Constitution | 19 (base 10) |
Magic | 71 (base 53) |
Willpower | 14 (base 12) |
Cunning | 21 (base 10) |
Resources
Life | -24/677 |
Paradox | 352 |
Healing Factor | 1.2091723257555 |
Regeneration | 9.3710855246053 |
Speed
Mental | -8.9261931179863E-12% |
Attack | -8.9261931179863E-12% |
Movement | +10.000000000004% |
Spell | -8.9261931179863E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 8 |
See Stealth | 31.387888858214 |
See Invisible | 29.387888858214 |
Offense: Mainhand
Damage | 66 |
Accuracy | 55 |
Crit Chance | 17% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 29 |
Accuracy | 55 |
Crit Chance | 20% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 45 |
Crit Chance | 4% |
Speed | 1.0000000000001 |
Offense: Mind
Mindpower | 18 |
Crit Chance | 4% |
Speed | 1.0000000000001 |
Offense: Damage Bonus
Darkness | +3% |
Light | +12% |
Physical | +3% |
All | 0% |
Nature | +13% |
Offense: Damage Penetration
Light | +10% |
Physical | +6% |
Defense: Base
Armour (hardiness) | 16 (38.594633868923%) |
Defense | 64 |
Ranged Defense | 64 |
Fatigue | 0 |
Physical Save | 13 |
Spell Save | 24 |
Mental Save | 23 |
Defense: Resistances
Mind | + 12%( 70%) |
Nature | + 23%( 70%) |
Light | + 6%( 70%) |
Cold | + 8%( 70%) |
Blight | + 3%( 70%) |
Physical | + 16%( 70%) |
Fire | + 10%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 25% |
Confusion Resistance | 43% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Silence Resistance | 61% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Disarm Resistance | 37% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 263 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 99 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 10 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 84.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost defiler (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You 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. * 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. | 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 needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * '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 red crystal shard. 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 ice ant stinger. * You've found the needed warg claw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed length of troll intestine. | 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 within5 lumberjacks have died. | 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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +3 Silence Resist +31% Confus Resist +20% Stun Resist +25% Blink to a nearby random location (rad 8) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +4.0% defense ------ Resistance +3% nature +1% physical Mind save +9 (+5 eff.) Life Regen +2.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun defense ------ Defense +21 (+5 eff.) Resistance +9% cold Mind save +6 (+3 eff.) Life +20.00 Life Regen +2.00 Cut Resist +10% Silence Resist +10% A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +13 (+3 eff.) defense ------ Armor +2 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 | ![]() 2.0 Encumbrance T3 wand charm [Ego] Arcane Create a shield absorbing up to 236 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex +2 Con offense ------ Physical Crit +3.0% Critical power +5.00% Damage +10% nature When Hit 6 physical defense ------ Resistance +20% nature Teleport Resist +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Cun +5 Mag offense ------ Spellpower +6 (+2 eff.) On-Hit 12 light On-Ranged-Hit 12 light Damage +12% light defense ------ Resistance +3% blight +1% physical Blind Resist +20% Silence Resist +20% Disarm Resist +20% other ------- Light +4 Infravision +8 See Stealth +7 See Invisibility +5 Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Cun +4 Con offense ------ Move Speed +10% Ignore resists +10% light When Hit 8 light defense ------ Fatigue -5% Resistance +12% mind Life Regen +2.00 Confus Resist +24% other ------- Stamina/turn +0.40 Light +1 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T3 longsword 1H weapon [Ego+] Psionic Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, long, and deadly. |
Around waist | ![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Physical Crit +4.0% Physical Power +5 (+1 eff.) On-Hit (Melee): * 10% chance to reduce armor by 33% defense ------ Defense +30 (+7 eff.) Resistance +6% light Life Regen +1.50 Healmod +13% A belt that goes around your waist. |
In off hand | ![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master/Psionic Weapon Damage 118% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +3 Con offense ------ Physical Power +7 (+2 eff.) Ignore resists +6% physical defense ------ Disarm Resist +17% Sharp, short and deadly. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Power +20 (+6 eff.) Damage +3% nature +3% darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 11% defense ------ Defense +1 (+0 eff.) Unlife -20.00 life Life +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Random Unique] Nature While equipped: Stats +1 Mag offense ------ On-Hit 5 fire On-Ranged-Hit 6 fire Damage +3% physical Accuracy +20 (+5 eff.) defense ------ Armor +11 Defense +6 (+1 eff.) Fatigue +7% Resistance +11% fire +14% physical Life +55.00 A suit of armour made of leather. |
Inventory
![]() 0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 83.80 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 293 damage for 5 turns. Its effects scale with your Strength stat. 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 |
![]() 0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con offense ------ Damage +11% mind defense ------ Resistance +11% mind Physical save +6 (+6 eff.) Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +5 Mag +3 Con offense ------ Physical Power +10 (+3 eff.) defense ------ Armor +6 Silence Resist +28% other ------- Mana/turn +0.19 See Invisibility +6 Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Wil offense ------ On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce all saves and defense by 12 defense ------ Resistance +3% blight Mind save +17 (+9 eff.) Healmod +10% Stun Resist +10% Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: offense ------ Damage +12% cold defense ------ Resistance +24% cold Rings make your fingers look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex offense ------ Damage +11% cold Accuracy +6 (+2 eff.) defense ------ Resistance +22% cold Rings make your fingers look great! |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 10% chance to reduce armor by 33% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Wil offense ------ Physical Crit +8.0% When Hit 6 acid defense ------ Resistance +12% mind other ------- Max psi +40.00 Sharp, long, and deadly. |
![]() 3.0 Encumbrance T3 longsword 1H weapon [Rare] Master Weapon Damage 130% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On-hit +8 physical While equipped: Stats +2 Dex offense ------ Physical Power +5 (+1 eff.) On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Resistance +12% mind Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 107% Range: 1.0x-1.4x Uses 100% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On Hit: * 10 arcane resource burn * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con offense ------ Physical Crit +6.0% Physical Power +11 (+3 eff.) Ignore resists +5% mind +5% physical defense ------ Resistance +6% lightning +3% blight Disarm Resist +13% One-handed war axes. |
![]() 1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 20% chance to slow global speed by 37% While equipped: offense ------ Accuracy +6 (+2 eff.) defense ------ Defense +6 (+1 eff.) Resistance +3% lightning Spell save +3 (+2 eff.) Disarm Resist +40% Sharp, short and deadly. |
![]() 1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, short and deadly. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Dex, 50% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% 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 +7 (+2 eff.) defense ------ Defense +5 (+1 eff.) Disarm Resist +28% Sharp, short and deadly. |
![]() 1.0 Encumbrance T4 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 132% Range: 1.0x-1.3x Uses 50% Mag, 50% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +15 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 78 damage While equipped: Stats +8 Str +1 Con offense ------ Damage +9% physical Accuracy +8 (+2 eff.) When Hit 4 cold other ------- Light +3 Sharp, short and deadly. |
![]() 4.0 Encumbrance T1 longbow 2H weapon [Ego+] Master Weapon Damage 65% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: offense ------ Physical Crit +11.0% Accuracy +16 (+4 eff.) Longbows are used to shoot arrows at your foes. |
![]() 4.0 Encumbrance T2 longbow 2H weapon [Ego+] Nature Weapon Damage 65% Range: 1.0x-1.1x Uses 0% Mag Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 While equipped: Stats +9 Con +9 Wil defense ------ Life +26.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 Encumbrance T1 arrow ammo [Rare] Master Weapon Damage 127% Range: 1.0x-1.4x Uses 50% Mag, 70% Dex Damage Physical Mastery Strength of Purpose Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +9.0% Capacity 22 On-ranged-hit +12 darkness On-crit, radius 2 +12 darkness +8 mind On Critical: * Wound the target dealing 189 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 2.0 Encumbrance T1 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Spell Crit +2% Spellpower +2 (+1 eff.) Damage +10% mind defense ------ Resistance +10% mind +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+2 eff.) Damage +7% acid +7% physical +3% nature +7% fire +11% arcane +7% cold On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Resistance +11% acid +11% physical +10% fire +10% cold +6% nature +9% all Mind save +15 (+8 eff.) other ------- Max mana +30.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag +4 Con offense ------ Mindpower +8 (+5 eff.) Damage +6% acid When Hit 8 lightning defense ------ Mind save +7 (+4 eff.) other ------- See Invisibility +12 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +2 Con offense ------ Critical power +5.00% Physical Power +15 (+5 eff.) Accuracy +15 (+4 eff.) defense ------ Armor +2 Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +3 Cun +3 Con offense ------ Physical Crit +1.0% Critical power +18.00% Accuracy +7 (+2 eff.) Ignore Armor +8 defense ------ Defense +2 (+0 eff.) Resistance +12% nature +14% blight Stealth +8 Life Regen +4.00 Healmod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 Encumbrance T1 feet armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil defense ------ Armor +1 Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ When Hit 2 light On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal +6% light other ------- Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +5 Con defense ------ Armor +9 Fatigue +1% Resistance +12% lightning +9% cold Physical save +5 (+5 eff.) Mind save +7 (+4 eff.) Poison Resist +20% Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Dex offense ------ Physical Crit +2.0% Critical power +10.00% defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+2 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 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. |
![]() 2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Dex offense ------ Damage +3% physical When Hit 12 fire On-Hit (Melee): * 10% chance to slow global speed by 37% defense ------ Armor +2 Resistance +3% nature +6% fire Unlife -80.00 life other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature +5% arcane Mind save +3 (+2 eff.) Blind Resist +10% Pinning Resist +20% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 Encumbrance orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
![]() 2.0 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. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 123 physical damage Puts all charms on 18 turn cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Earolehell the Skeleton Temporal Warden level 15
23rd Haze 122nd year of Ascendancy at 18:51 see stats
By Earolehell the Skeleton Temporal Warden level 22
38th Haze 122nd year of Ascendancy at 13:28 see stats
By Earolehell the Skeleton Temporal Warden level 10
4th Haze 122nd year of Ascendancy at 16:09 see stats
By Earolehell the Skeleton Temporal Warden level 20
33rd Haze 122nd year of Ascendancy at 08:19 see stats
By Earolehell the Skeleton Temporal Warden level 22
49th Haze 122nd year of Ascendancy at 05:08 see stats
By Earolehell the Skeleton Temporal Warden level 10
5th Haze 122nd year of Ascendancy at 03:22 see stats
By Earolehell the Skeleton Temporal Warden level 22
51st Haze 122nd year of Ascendancy at 15:19 see stats
By Earolehell the Skeleton Temporal Warden level 11
16th Haze 122nd year of Ascendancy at 12:13 see stats
By Earolehell the Skeleton Temporal Warden level 22
51st Haze 122nd year of Ascendancy at 05:03 see stats
By Earolehell the Skeleton Temporal Warden level 21
37th Haze 122nd year of Ascendancy at 02:37 see stats
By Earolehell the Skeleton Temporal Warden level 16
26th Haze 122nd year of Ascendancy at 03:52 see stats
By Earolehell the Skeleton Temporal Warden level 23
54th Haze 122nd year of Ascendancy at 18:38 see stats
Log
Shasshhiy'Kaish misses Earolehell.
Earolehell's temporal clone's Arrow Stitching hits Shasshhiy'Kaish for 62 physical, 9 light, 1 fire (74 total damage).
Lava floor hits Earolehell for (26 absorbed), 0 fire (0 total damage).
--------------------------------
Earolehell casts Singularity Arrow.
Earolehell's Singularity Arrow hits Shasshhiy'Kaish for 117 physical, 9 light, 1 fire (128 total damage).
Shasshhiy'Kaish is drawn in by the singularity!
Earolehell hits Shasshhiy'Kaish for 90 physical damage.
Shasshhiy'Kaish regains their energy.
Shasshhiy'Kaish casts Burning Hex.
Shasshhiy'Kaish's spell attains critical power!
Earolehell is hexed!
Your shield crumbles under the damage!
The shield around Earolehell crumbles.
Lava floor burns Earolehell!
Lava floor hits Earolehell for (12 absorbed), 14 fire (14 total damage).
--------------------------------
Earolehell warps space-time to equip: dwarven-steel longsword of amnesia
warbringer's dwarven-steel dagger of amnesia.
Earolehell performs a melee critical strike against Shasshhiy'Kaish!
Shasshhiy'Kaish shrugs off the effect 'Numbing Darkness'!
Shasshhiy'Kaish has temporarily forgotten Pacification Hex for 3 turns!
Melee retaliation hits Earolehell for 11 lightning, 11 lightning (23 total damage).
Earolehell hits Shasshhiy'Kaish for 91 physical, 9 light, 1 fire, 28 physical, 9 light, 1 fire (141 total damage).
Talent Warden's Focus is ready to use.
Shasshhiy'Kaish activates her burning crown!
Shasshhiy'Kaish hits Earolehell for 80 physical, 101 fire, 80 physical, 101 fire, 80 physical (445 total damage).
Earolehell the level 23 skeleton temporal warden was sliced to death by Shasshhiy'Kaish and used for her perverted desires on level 1 of Daikara.