











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 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. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Thalore |
| Class | Doomed |
| Level / Exp | 23 / 92% |
| Size | medium |
| Lifes / Deaths | Killed by Gawe the armoured skeleton warrior at level 23 on the 39th Regrowth 123rd year of Ascendancy at 07:21 / 1 |
Primary Stats
| Strength | 22 (base 10) |
| Dexterity | 16.340449927278 (base 10) |
| Constitution | 22.340449927278 (base 10) |
| Magic | 8 (base 10) |
| Willpower | 80.340449927278 (base 53) |
| Cunning | 56 (base 48) |
Resources
| Life | -606/517 |
| Hate | 104/104 |
| Equilibrium | 18 |
| Healing Factor | 1.3349789930475 |
| Regeneration | 11.948061987775 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 15.340449927278 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 44 |
| Crit Chance | 17% |
| APR | 40 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 40 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 59 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +10% |
| Fire | +9% |
| Physical | +11% |
| Mind | +22% |
| All | 0% |
Offense: Damage Penetration
| Mind | +17% |
| Darkness | +18% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 49 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 25%( 73%) |
| Cold | + 13%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 5%( 70%) |
| Darkness | + 18%( 76%) |
| Fire | + 19%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 19% |
| Disarm Resistance | 60% |
| Confusion Resistance | 29% |
| Fear Resistance | 18% |
| Stun Resistance | 100% |
| Poison Resistance | 35% |
| Knockback Resistance | 48% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 200 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 731% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 2.2)Penalty : Fractured Sanity: -6% Mind Resistance, -8% Confusion Immunity Power 1+: Unleashed: +6% critical damage, +8% off-hand weapon damage Power 2+: -1 Luck, +3 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 50% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 15.0% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+24% chance to avoid traps). Power 2+: -1 Luck, +3 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+8% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 37% if the increase would be enough to kill your opponent. |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 1.2)Penalty : Fear of Death: -2% resistance against damage from the undead. Power 1+: Power over Death: +4% damage against the undead. Power 2+: -1 Luck, +2 Strength, +2 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 24 turns, retch (level 1) when you fall below 40% health Power 4+: Reprieve from Death: Humanoids you slay have a 35% chance to rise to fight beside you as ghouls for 6 turns. |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.2): 0%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 19% when tested. Power 1+: Removed from Reality: +5 Physical Resistance, +3 Maximum Physical Resistance Power 2+: -1 Luck, +7 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 54 mind and 49 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 0%) of triggering a radius 5 nightmare (summon Terrors and chances to slow, deal 84 Mind damage, and deal 75 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 2.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 8%) for 4 turns. Power 1+: Nightwalker: +8 Darkness Resistance, +6% Max Darkness Resistance, +6 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
Quests
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 |
You successfully escorted the lost defiler to the recall portal on level 3 of Norgos Lair. Escort: lost defiler (level 3 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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.' Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed warg claw. | 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 within4 lumberjacks have died. | 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 | pair of rough leather boots 'Armotorim' (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +1 Resists +3% temporal Spell.save +3 (+1 eff.) Die.at -80.00 life HP.reg +4.00 Curse of Shrouds A pair of boots made of leather. |
| Light source | bright alchemist's lamp of focus1.0 T3 lite [Ego] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +7% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Ashstreak' (Shrouds) (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+4 eff.) Dmg.mod +9% fire ----- def ----- Defense +2 (+1 eff.) Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.16 Curse of Shrouds A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (Madness) (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Madness These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd 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. |
| On fingers | Mardoruigar0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: ----- def ----- Resists +9% light +6% blight +3% fire +7% nature +3% cold Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+3 eff.) HP.reg +3.00 Poison- +15% Disease- +16% Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | Coalkin0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness +11% physical Res.pen +10% darkness ----- def ----- Resists +6% light +11% physical Die.at -20.00 life Stun/Frz- +10% ---------- misc See.Invis +9 Rings make your fingers look great! |
| Around neck | copper amulet 'Hanyrakan'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Resists +10% lightning Poison- +20% Stun/Frz- +23% ---------- misc Psi/ret +0.08 Amulets make your neck look great! |
| In main hand | blooming living mindstar of clarity (Corpses) (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 16.0 - 17.6 Mind Uses 49% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +2 (+1 eff.) Heal.mod +10% Heal/summ +24 ---------- misc Max.psi +27.00 Talents +1 Attune Mindstar Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | hardened leather belt 'Gluvea' (Nightmares)1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +4 Con dps ---------- Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 35 ----- def ----- Die.at -20.00 life Max.HP +40.00 Curse of Nightmares A belt that goes around your waist. |
| In off hand | Elarilenne the Barkspike (Nightmares) (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 8.0 - 8.8 Mind Uses 49% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Crit.r2 +20 nature While equipped: Stats +2 Str dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +12% mind +7% darkness Res.pen +7% mind +8% darkness ----- def ----- Resists +6% fire Phys.save +9 (+5 eff.) Pinning- +20% ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Beladethel (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +6% Melee Ret 6 mind ----- def ----- Defense +2 (+1 eff.) Resists +3% acid +12% light Disarm- +20% Confus- +20% Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | mindwoven woollen robe of life (Madness) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) ----- def ----- Resists +6% blight +9% all Mind.save +19 (+6 eff.) Max.HP +46.00 HP.reg +1.70 Heal.mod +13% Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (speed 635%; cd 8)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 635% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 27%; magical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 27% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
cleansing copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Str ----- def ----- Resists +12% nature +11% blight Poison- +20% Disease- +21% Amulets make your neck look great! |
copper amulet of dexterity (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex Amulets make your neck look great! |
copper amulet of mastery (0.11 Cursed / Advanced shadowmancy)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Cursed/Advanced shadowmancy Amulets make your neck look great! |
insulating steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% fire +12% cold Amulets make your neck look great! |
Chamarobar0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +12% acid ----- def ----- Resists +3% acid +18% fire +5% arcane Phys.save +6 (+3 eff.) Mind.save +3 (+1 eff.) Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+6 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
warrior's gold ring of arcana (+0.10/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Silence- +26% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
Layumina (Madness) (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con +5 Wil dps ---------- Res.pen +12% physical Acc +14 (+12 eff.) Apr +11 ----- def ----- Resists +6% nature +3% acid Spell.save +6 (+3 eff.) Max.HP +30.00 Curse of Madness Sharp, short and deadly. |
arcing iron dagger of crippling (Madness) (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane/Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Curse of Madness Sharp, short and deadly. |
dwarven-steel dagger of shearing (Misfortune) (19-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% all Acc +14 (+12 eff.) Apr +5 Curse of Misfortune Sharp, short and deadly. |
ash longbow of cold (Shrouds)4.0 T2 longbow 2H weapon [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 cold While equipped: dps ---------- Dmg.mod +15% cold Curse of Shrouds Longbows are used to shoot arrows at your foes. |
Gloomtyphoon (Madness) (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +16 darkness On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +9 Str +5 Dex +6 Mag +5 Wil +6 Cun +5 Con dps ---------- Phys.crit +8.0% Dmg.mod +9% darkness +8% physical Acc +13 (+11 eff.) ----- def ----- Resists +6% blight +9% darkness +5% arcane Curse of Madness Sharp, long, and deadly. |
hateful thorny mindstar of life (Nightmares) (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +13% mind +10% darkness Res.pen +7% mind +8% darkness ----- def ----- Max.HP +16.00 HP.reg +0.50 ---------- misc Max.hate +2.00 Talents +1 Attune Mindstar Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Eclipse (Shrouds) (18-21 power, 4 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 32 [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+10 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 Curse of Shrouds This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
mighty dwarven-steel steamgun (Nightmares)4.0 T3 steamgun 1H weapon Reqs Dex 24 Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+4 eff.) Curse of Nightmares Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
hardened leather belt 'Tainthash' (Corpses)1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +4 Con dps ---------- Phys.pwr +8 (+4 eff.) Dmg.mod +6% nature ----- def ----- Resists +9% nature Crit.chn- 10.00% Phys.save +8 (+4 eff.) ---------- misc Size +1 Curse of Corpses A belt that goes around your waist. |
thick linen cloak of Iron Throne (Madness) (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +12% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvigawe the cashmere robe (Misfortune) (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Mind.crit +4% Mind.pwr +3 (+1 eff.) Dmg.mod +10% lightning +11% physical +19% acid +7% cold ----- def ----- Resists +8% lightning +28% acid +3% mind +6% blight +7% cold +5% arcane +11% all Spell.save +6 (+3 eff.) Mind.save +30 (+10 eff.) Curse of Misfortune A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven cashmere robe of light (+19%) (Nightmares) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+3 eff.) Dmg.mod +13% light ----- def ----- Resists +19% light +11% all Spell.save +18 (+9 eff.) Curse of Nightmares A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of hardened leather boots 'Blazevein' (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Str +4 Con dps ---------- Dmg.mod +12% lightning +6% physical +9% cold Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 28% ----- def ----- Armour +3 Resists +6% cold ---------- misc Size +1 Curse of Misfortune A pair of boots made of leather. |
scholar's pair of rough leather boots of tirelessness (Shrouds) (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+4 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 Curse of Shrouds A pair of boots made of leather. |
sand dwarven-steel gauntlets of dexterity (+4) (Shrouds) (0 def, 8 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 physical Dmg.mod +5% physical Acc +14 (+12 eff.) ----- def ----- Armour +8 Fatigue +3% 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. |
Helm of the Dwarven Emperors (Corpses) (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 Curse of Corpses A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Shadesting the dwarven-steel helm (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Dex dps ---------- Dmg.mod +3% acid Res.pen +25% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 35 ----- def ----- Armour +4 Fatigue +4% Resists +12% darkness Curse of Misfortune Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 48.1 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Cuthudig' (Misfortune) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.pwr +20 (+8 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Fatigue +4% Resists +9% blight Disarm- +20% Stun/Frz- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Curse of Misfortune A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic cured leather armour of acid resistance (Shrouds) (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +15% acid +10% light +11% darkness Curse of Shrouds A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
178 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Deluduhad the Flareclamor (dig speed 15 turns)3.0 T3 digger tool [Random Unique] Arcane While equipped: Stats +12 Str +9 Wil dps ---------- Phys.crit +17.0% Mind.crit +14% Dmg.mod +3% darkness +6% fire Melee Ret 2 darkness 8 fire ----- def ----- Resists +3% fire ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
psychokinetic pouch of steel shots of crippling (18/18, 17-21 power, 2 apr)3.0 T2 shot ammo [Ego++] Master/Psionic Power 17.5 - 21.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 18 Ranged+ +15 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 231 physical damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Shadi the Thalore Doomed level 22
74th Haze 122nd year of Ascendancy at 15:46 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Shadi the Thalore Doomed level 23
38th Regrowth 123rd year of Ascendancy at 02:09 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Shadi the Thalore Doomed level 23
38th Regrowth 123rd year of Ascendancy at 18:07 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Shadi the Thalore Doomed level 10
1st Dusk 122nd year of Ascendancy at 04:37 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Shadi the Thalore Doomed level 20
61st Dusk 122nd year of Ascendancy at 11:19 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Shadi the Thalore Doomed level 22
76th Dusk 122nd year of Ascendancy at 02:10 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Shadi the Thalore Doomed level 6
10th Mirth 122nd year of Ascendancy at 10:07 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Shadi the Thalore Doomed level 22
33rd Regrowth 123rd year of Ascendancy at 01:00 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Shadi the Thalore Doomed level 23
39th Regrowth 123rd year of Ascendancy at 02:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Shadi the Thalore Doomed level 18
50th Dusk 122nd year of Ascendancy at 12:55 see stats
Log
Shadi deactivates Shadow Decoy.
Gawe the armoured skeleton warrior's spatial tether hits Shadow for 118 temporal, 103 physical (223 total damage).
Gawe the armoured skeleton warrior's spatial tether hits Shadow for 94 decoy damage.
Gawe the armoured skeleton warrior's spatial tether hits Shadi for (34 deflected), 60 temporal, 82 physical, (94 decoy), 0 temporal, 82 physical (225 total damage).
Gawe the armoured skeleton warrior hits Shadi for 71 temporal, 62 physical (134 total damage).
LIFE LOST WARNING!
Gawe the armoured skeleton warrior's spatial tether killed Shadow!
Keyboard input temporarily disabled.
Shadi receives 19 healing from Unnatural Body.
You have deflected 35 incoming damage!
Gawe the armoured skeleton warrior's spatial tether hits Terror for 118 temporal, 118 physical, 118 temporal, 118 physical (476 total damage).
Gawe the armoured skeleton warrior's spatial tether hits Shadi for (35 deflected), 62 temporal, 84 physical, 97 temporal, 84 physical (329 total damage).
Gawe the armoured skeleton warrior hits Shadi for 73 temporal, 63 physical (138 total damage).
Shadow is no longer anchored.
Shadow casts Phase Door.
Gawe the armoured skeleton warrior's spatial tether killed Terror!
Shadi is no longer anchored.
Shadi slows down.
Shadi receives 14 healing from Unnatural Body.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Shadi uses Shadow Transposition.
You have deflected 34 incoming damage!
Shadi has been yanked back to the tether!
Gawe the armoured skeleton warrior's spatial tether hits Shadi for (34 deflected), 63 temporal, 84 physical, 97 temporal, 84 physical (330 total damage).
Shadi the level 23 thalore doomed was bled to death by Gawe the armoured skeleton warrior on level 3 of Ruined halfling complex.
The air around Shadi grows cold and terrifying shapes begin to coalesce. A nightmare has begun.










































































































