Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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: 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 | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Wanderer |
Level / Exp | 15 / 89% |
Size | medium |
Lifes / Deaths | Killed by Rat Lich at level 15 on the 7th Dusk 122nd year of Ascendancy at 03:10 / 1 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 32 (base 26) |
Constitution | 18 (base 12) |
Magic | 15 (base 12) |
Willpower | 37 (base 24) |
Cunning | 42 (base 31) |
Resources
Life | -240/351 |
Hate | 100/100 |
Stamina | 117/210 |
Healing Factor | 1.0711363549267 |
Regeneration | 4.5523295084386 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 41.051968732286 |
See Invisible | 41.051968732286 |
Offense: Mainhand
Damage | 32 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 19 |
Speed | 1.00 |
Offense: Offhand
Damage | 18 |
Accuracy | 39 |
Crit Chance | 17% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Lightning | +6% |
Nature | +5% |
Physical | +11% |
Acid | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +11% |
All | +6% |
Defense: Base
Armour (hardiness) | 8 (35.65183292883%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 0 |
Physical Save | 27 |
Spell Save | 22 |
Mental Save | 35 |
Defense: Resistances
Acid | + 29%( 70%) |
Blight | + 12%( 70%) |
Physical | + 19%( 70%) |
Mind | + 12%( 70%) |
All | + 9%( 70%) |
Lightning | + 14%( 70%) |
Temporal | + 12%( 70%) |
Darkness | + 17%( 70%) |
Fire | + 28%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 26% |
Poison Resistance | 20% |
Instadeath Resistance | 100% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 108 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 116 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Class Talents
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Bullets mastery | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Shadows | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
Chronomancy / Spellbinding | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Psionic / Feedback | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Steamtech / Blacksmith | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
Effects
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 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Heart of the Gloom. Escort: lost defiler (level 1 of Heart of the Gloom)As a reward you gained talent category Psionic / Feedback (at mastery 1.00). | done |
You failed to protect the lost defiler from death by ritch flamespitter. Escort: lost defiler (level 2 of Heart of the Gloom) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. | 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 |
Equipment
On feet | pair of iron boots 'Eclipsebrace' (0 def, 5 armour) =cun con= pair of iron boots 'Eclipsebrace' (0 def, 5 armour) =cun con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Armour +5 Fatigue +2% Resists +3% mind Phys.save +11 (+5 eff.) Mind.save +11 (+5 eff.) Die.at -80.00 life HP.reg +4.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | acidic pouch of iron shots (19/19, 16-19 power, 1 apr) acidic pouch of iron shots (19/19, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego] Arcane Power 15.5 - 18.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 Shots are used with slings to pummel your foes to death. |
Light source | piercing brass lantern piercing brass lantern2.0 T1 lite [Ego+] Master While equipped: dps ---------- Res.pen +6% all Apr +6 ---------- misc Light +4 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 | Eclipsemaim (0 def, 3 armour) Eclipsemaim (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Dmg.mod +9% darkness Apr +4 On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Armour +3 Fatigue +5% Resists +3% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | Isadath the elm totem of stinging [power 122] (13 cooldown) Isadath the elm totem of stinging [power 122] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% blight +9% fire +3% darkness Crit.chn- 5.00% ---------- misc Infravis +1 Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Blindspar' copper ring 'Blindspar'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun +2 Con dps ---------- Dmg.mod +3% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +6% darkness Phys.save +4 (+2 eff.) Rings make your fingers look great! |
On fingers | savior's copper ring of the mountain (+11%) savior's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% physical ----- def ----- Resists +11% physical Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
In main hand | balanced iron dagger of erosion (11-14 power, 5 apr) balanced iron dagger of erosion (11-14 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +26% Sharp, short and deadly. |
Around waist | rough leather belt 'Blastlash' rough leather belt 'Blastlash'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +5% darkness Melee Ret 4 lightning ----- def ----- Resists +6% lightning +12% fire Max.HP +30.00 A belt that goes around your waist. |
In off hand | iron dagger of massacre (16-21 power, 5 apr) iron dagger of massacre (16-21 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
Cloak | regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +2 Str +3 Wil +1 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | focusing woollen robe of corrosion (+22%) (0 def, 0 armour) focusing woollen robe of corrosion (+22%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% acid ----- def ----- Resists +22% acid +9% all ---------- misc Mana/turn +0.12 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
manasurge rune (regen 611% over 10 turns; mana 31; cd 17) manasurge rune (regen 611% over 10 turns; mana 31; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 611% for 10 turns (53 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Voroth Voroth0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +20% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 9 ----- def ----- Fatigue -5% Resists +5% arcane HP.reg +2.00 Amulets make your neck look great! |
mule's steel ring mule's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +24 Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Hazespawn (10-12 power, 2 apr, fire element) =short= Hazespawn (10-12 power, 2 apr, fire element) =short=5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% fire +3% light +9% cold Res.pen +10% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff of illumination (15-18 power, 3 apr, light element) ash starstaff of illumination (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+5 eff.) Dmg.mod +15% light ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 40.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff (15-18 power, 3 apr, physical element) cruel ash starstaff (15-18 power, 3 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +6 (+5 eff.) Dmg.mod +15% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ragolar (16-25 power, 1 apr) Ragolar (16-25 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Nature Power 16.5 - 24.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Melee+ +9 nature While equipped: Stats +1 Str +3 Mag +1 Cun +2 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Crit.chn- 5.00% Massive two-handed battleaxes. |
chilling steel battleaxe of daylight (23-34 power, 2 apr) chilling steel battleaxe of daylight (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 23.0 - 34.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 light +7 cold Against +17% Undead Massive two-handed battleaxes. |
elemental steel battleaxe (24-35 power, 2 apr) elemental steel battleaxe (24-35 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 23.5 - 35.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * Create an explosion dealing 16 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +13% acid Res.pen +13% acid Massive two-handed battleaxes. |
steel greatmaul 'Daytouch' (26-39 power, 2 apr) steel greatmaul 'Daytouch' (26-39 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 26.0 - 39.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +8 acid While equipped: Stats +5 Str dps ---------- Dmg.mod +6% acid +12% physical Res.pen +20% light +10% acid Acc +10 (+3 eff.) ----- def ----- Resists +12% light Massive two-handed mauls. |
steel greatsword of amnesia (24-39 power, 2 apr) steel greatsword of amnesia (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego+] Psionic Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed swords. |
arcing steel longsword of massacre (22-30 power, 3 apr) arcing steel longsword of massacre (22-30 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage Sharp, long, and deadly. |
steel longsword (15-21 power, 3 apr) steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel mace 'Obsidianreek' (14-20 power, 3 apr) steel mace 'Obsidianreek' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +9% lightning +3% darkness Res.pen +20% fire +6% physical Acc +9 (+3 eff.) Apr +6 Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +12% fire Blunt and deadly. |
Duverath (12-18 power, 2 apr) Duverath (12-18 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +6% all Acc +6 (+2 eff.) Apr +6 ----- def ----- Defense +10 (+5 eff.) Resists +9% mind Crit.chn- 5.00% Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% One-handed war axes. |
gifted vined mindstar (6-6 power, 18 apr, mind damage) gifted vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted vined mindstar of life (6-6 power, 18 apr, nature damage) gifted vined mindstar of life (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +7 (+4 eff.) ----- def ----- Max.HP +14.00 HP.reg +0.70 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Blackkiss' (5-6 power, 18 apr, mind damage) vined mindstar 'Blackkiss' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +12 lightning While equipped: Stats +2 Mag +1 Wil +1 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +13% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Glarepassion' (4-5 power, 18 apr, nature damage) vined mindstar 'Glarepassion' (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Crit.mult +8.00% Mind.pwr +4 (+2 eff.) Dmg.mod +9% light Res.pen +10% mind +20% cold ---------- misc Psi/ret +0.04 Hate/m.crit +2.00 Max.psi +10.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash longbow ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Longbows are used to shoot arrows at your foes. |
Noonshear the rough leather sling Noonshear the rough leather sling4.0 T1 sling 1H weapon Reqs Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% arcane +21% light Acc +6 (+2 eff.) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Light +3 Slings are used to hurl stones or metal shots at your foes. |
fungal cured leather sling fungal cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Con ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 88 life over 5 turns Puts all charms on 17 cooldown Slings are used to hurl stones or metal shots at your foes. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+10 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
prismatic rough leather armour of acid resistance (3 def, 2 armour) prismatic rough leather armour of acid resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% acid +10% light +10% darkness A suit of armour made of leather. |
Hazefame (6 def, 4 armour) =cun wil= Hazefame (6 def, 4 armour) =cun wil=9.0 T2 light armor [Rare] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% cold +9% temporal Res.pen +5% cold Melee Ret 4 temporal ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +9% cold Mind.save +14 (+6 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
Mardilar (2 def, 6 armour) Mardilar (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Arcane While equipped: dps ---------- Spell.crit +4% Crit.mult +5.00% S.pwr/crit +4 Dmg.mod +6% acid +12% blight ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% light +12% darkness A suit of armour made of mail. |
steel mail armour 'Magmastar' (2 def, 6 armour) steel mail armour 'Magmastar' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% acid Melee Ret 4 acid 6 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% fire +6% arcane +6% mind Spell.save +11 (+5 eff.) A suit of armour made of mail. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+5 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
Tularomildil the pair of iron boots (0 def, 3 armour) Tularomildil the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +3% blight +5% arcane +6% nature Disease- +20% ---------- misc Light +1 See.Invis +9 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Kindlespawner' (5 def, 1 armour) =dex= rough leather gloves 'Kindlespawner' (5 def, 1 armour) =dex=1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% fire Acc +11 (+3 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +3% lightning +6% light 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. |
blighted hardened leather gloves of dexterity (+4) (0 def, 2 armour) blighted hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 7 blight Dmg.mod +4% blight Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +6% blight Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets of magic (+2) (0 def, 1 armour) =mag= iron gauntlets of magic (+2) (0 def, 1 armour) =mag=1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Lelyblek' (0 def, 2 armour) dwarven-steel gauntlets 'Lelyblek' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% mind +3% physical Acc +10 (+3 eff.) Apr +1 ----- def ----- Armour +2 Fatigue +3% Resists +3% physical HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +21.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Flashwedge' (1 def, 0 armour) =cun= linen wizard hat 'Flashwedge' (1 def, 0 armour) =cun=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +9% fire Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat (1 def, 0 armour) spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Islybeth the Blackquill (1 def, 0 armour) =mag= Islybeth the Blackquill (1 def, 0 armour) =mag=2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% darkness Melee Ret 2 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+0 eff.) Resists +6% mind +6% darkness Spell.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating rough leather cap of dexterity (+2) (0 def, 1 armour) insulating rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
rough leather cap 'Falahad' (0 def, 1 armour) =wil= rough leather cap 'Falahad' (0 def, 1 armour) =wil=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +9% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
iron helm 'Anetothel' (0 def, 3 armour) =str= iron helm 'Anetothel' (0 def, 3 armour) =str=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% blight Res.pen +10% mind Melee Ret 8 mind ----- def ----- Armour +3 Fatigue +5% Mind.save +6 (+3 eff.) ---------- misc Psi/ret +0.08 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 37.6 Physical damage. If the attack hits, the target is confused (35% 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. |
iron helm of dexterity (+2) (0 def, 3 armour) =dex= iron helm of dexterity (+2) (0 def, 3 armour) =dex=3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 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. |
spinel 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. |
3 ametrine 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. |
2 citrine 2 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. |
4 zircon 4 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. |
aquamarine 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. |
Coalbreak Coalbreak2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +6% darkness +1% physical Phys.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +12% Teleport- +10% ---------- misc 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. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 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. |
Wildreign the iron pickaxe (dig speed 36 turns) =str= Wildreign the iron pickaxe (dig speed 36 turns) =str=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature On Hit (Melee): * 10% chance to slow global speed by 49% ----- def ----- Defense +5 (+2 eff.) Resists +11% nature +5% arcane Crit.chn- 5.00% Silence- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns) woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
evasive iron torque of psionic shield [power 27] (22 cooldown) evasive iron torque of psionic shield [power 27] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 22 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 110] (13 cooldown) iron torque of mindblast [power 110] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive steel torque of clear mind [power 2] (22 cooldown) evasive steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged elm totem of summon tentacle [power 120] (27 cooldown) supercharged elm totem of summon tentacle [power 120] (27 cooldown)2.0 T1 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 246 Base Damage: 125 Armor: 0 All Resist: 2 Puts all charms on 27 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Penny random the Thalore Wanderer level 13
7th Flare 122nd year of Ascendancy at 09:20 see stats
By Penny random the Thalore Wanderer level 10
7th Mirth 122nd year of Ascendancy at 05:09 see stats
By Penny random the Thalore Wanderer level 6
78th Pyre 122nd year of Ascendancy at 20:04 see stats
By Penny random the Thalore Wanderer level 8
4th Mirth 122nd year of Ascendancy at 03:00 see stats
Log
Penny random uses Infusion: Wild.
Penny random lessens the pain.
Penny random uses Infusion: Healing.
Penny random receives 124 healing from Infusion: Healing.
Shadow casts Fade.
Shadow fades!
Vampire rat casts Black Ice.
Penny random shrugs off the effect 'Black Ice'!
Ghoulish rat misses Shadow.
Shadow hits Rat Lich for 20 physical damage.
Vampire rat hits Penny random for 45 cold damage.
Melee retaliation hits Shadow for 0 darkness damage.
Rat Lich raises his dusty rat skull, and a red light flashes from it's eye sockets!
Rat Lich hits Penny random for 56 darkness damage.
Penny random is no longer focused on penetrating defenses.
Penny random receives 4 healing.
Vampire rat casts Invoke Darkness.
Gigantic bone rat uses Bone Armour.
A shield forms around gigantic bone rat.
Vampire rat hits Something for 37 physical damage.
Something hits Rat Lich for 135 fire damage.
Vampire rat hits Penny random for 34 darkness damage.
Rat Lich uses Summon.
Rat Lich summons Something!
Rat Lich summons Gigantic bone rat!
Rat Lich summons Something!
Rat Lich strikes Penny random in the darkness (+28% damage).
Rat Lich hits Penny random for 71 darkness damage.
Penny random the level 15 thalore wanderer was shadowed to death by a Rat Lich on level 1 of Forsaken Crypt.