











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Tier-1 Short Circuit Option 1.7.0Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.7.6Donators/Buyers bonus! Tooltip Cleanup 1.7.0Possessor Bonus Class 1.7.4Donators/Buyers bonus! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Inventory Squelching 1.2.5Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Reformat Item Description 1.7.6Reformat Item Description (non-intrusive)This extension reformats item description text so the keys in Unlike some similar addons, this one is non-intrusive and does not modify the original description code. Hold the Alt key while hovering over an item to view the original, unformatted description.
Notes
Contributions, bug reports, and improvements are welcome: GitHub repository Version history
1.0.2 1.0.1 1.0.0 Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Archer |
| Level / Exp | 24 / 66% |
| Size | small |
| Lifes / Deaths | Killed by giant spider at level 24 on the 4th Mirth 123rd year of Ascendancy at 21:45 / 2Killed by Borfast the Broken at level 24 on the 4th Mirth 123rd year of Ascendancy at 22:07 |
Primary Stats
| Strength | 20 (base 16) |
| Dexterity | 61 (base 51) |
| Constitution | 37 (base 16) |
| Magic | 10 (base 10) |
| Willpower | 35 (base 10) |
| Cunning | 71 (base 38) |
Resources
| Life | -95/757 |
| Mana | 243/363 |
| Stamina | 152/232 |
| Healing Factor | 1.5141015905905 |
| Regeneration | 6.4349317600097 |
Speed
| Mental | -4.4408920985006E-14% |
| Attack | 0% |
| Movement | +2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 47.058027722065 |
| See Invisible | 67.058027722065 |
Offense: Mainhand
| Damage | 91 |
| Accuracy | 65 |
| Crit Chance | 41% |
| APR | 22 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +3% |
| Temporal | +6% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +22% |
| Cold | +27% |
| All | +17% |
Defense: Base
| Armour (hardiness) | 12 (69.687909656376%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 17 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 18%( 70%) |
| Cold | + 42%( 70%) |
| All | + 7%( 70%) |
| Darkness | + 20%( 70%) |
| Temporal | + 34%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 18%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 30% |
Inscriptions (3/3)
| 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 272 life over 5 turns. Its effects scale with your Dexterity 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 21%, your defense is increased by 21 and all your resistances by 21%. 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 163 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Technique / Archery prowess | 1.50 |
| 5/5 |
| 1/5 |
| 3/5 |
| 4/5 |
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Marksmanship | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by umber hulk. Escort: lone alchemist (level 1 of Daikara) | failed |
You failed to protect the lone alchemist from death by rogue. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You failed to protect the lone alchemist from death by Rafstnah. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You failed to protect the temporal explorer from death by snow giant boulder thrower. Escort: temporal explorer (level 2 of Daikara) | 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 have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 52. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 chunk of ghoul flesh. * You've found the needed storm wyrm claw. * You've found the needed wretchling eyeball. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within3 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 hardened leather boots 'Glacierzephyr' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Con offense ------ Mind Crit +3% Critical power +15.00% Damage +12% mind Ignore resists +10% cold When Hit 6 mind defense ------ Armor +3 Resistance +9% cold Physical save +13 (+6 eff.) Mind save +12 (+4 eff.) A pair of boots made of leather. |
| Quiver | barbed quiver of yew arrows (20/20, 42-58 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego+] Master Weapon Damage 41.5 - 58.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +16.0% Capacity 20 On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | scorching alchemist's lamp of clarity1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 12 fire defense ------ Resistance +6% fire Mind save +7 (+2 eff.) other ------- Light +4 See Stealth +8 See Invisibility +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Chamilarain the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Mindpower +10 (+3 eff.) defense ------ Armor +3 Fatigue +3% Resistance +12% mind +17% cold Mind save +6 (+2 eff.) Life +60.00 Healmod +20% other ------- Breathe water A cap made of leather. |
| Tool | Rhyduntir the ash wand of shielding [power 182] (20/20 cooldown)2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Damage +3% blight Ignore resists +5% temporal When Hit 6 blight 4 temporal defense ------ Resistance +12% blight Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | sneakthief's gold ring of misery0.1 Encumbrance T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +5 Dex offense ------ On-Hit 5 physical On-Ranged-Hit 9 physical Accuracy +7 (+1 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 13% chance to reduce all saves and defense by 27 other ------- Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| On fingers | gold ring 'Betokira'0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +9 Wil +10 Cun +4 Con offense ------ Mindpower +7 (+2 eff.) On-Hit 17 physical On-Ranged-Hit 11 physical On-Hit (Melee): * 10% chance to reduce all saves and defense by 27 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 27 defense ------ Physical save +8 (+4 eff.) other ------- EQ when Hit +0.08 Psi when Hit +0.12 Hate-on-crit +2.00 Max hate +7.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around waist | Frigidmortal1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +2 Con defense ------ Defense +11 (+4 eff.) Resistance +12% cold Crit Resistance 15.00% Stealth +10 other ------- See Invisibility +12 A belt that goes around your waist. |
| In main hand | Xidath4.0 Encumbrance T3 longbow 2H weapon [Random Unique] Nature/Master Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On Hit: * 10% chance to reduce all saves and defense by 27 While equipped: Stats +5 Str +11 Wil +12 Con offense ------ Critical power +5.00% Physical Power +11 (+4 eff.) Ignore resists +17% all Ignore Shields +30% Accuracy +8 (+2 eff.) Ignore Armor +9 defense ------ Life +56.00 other ------- Vim-on-crit +2.00 Longbows are used to shoot arrows at your foes. |
| On hands | Relgohell the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +2 Str offense ------ On-Hit 5 temporal On-Ranged-Hit 10 temporal Damage +6% temporal When Hit 8 acid 2 mind defense ------ Armor +2 Resistance +21% acid +11% temporal other ------- Light +2 See Invisibility +6 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. |
| Main armor | troll-hide cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Life +30.00 Life Regen +4.00 Healmod +11% A suit of armour made of leather. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex offense ------ Accuracy +4 (+1 eff.) Ignore Armor +3 defense ------ Defense +2 (+1 eff.) Resistance +14% darkness +18% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding gold amulet of cunning (+4)0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun defense ------ Resistance +15% lightning Stun Resist +30% Amulets make your neck look great! |
Inventory
healing infusion of the duelist (heal 176; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 176 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 623%; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 623% 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 (res 17%; physical; dur 2; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
manasurge rune (regen 600% over 10 turns; mana 30; cd 12)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% for 10 turns (0 total) and instantly restoring 30 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. |
teleportation rune of the sneak (range 115; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Yviwyn the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +4 Str +4 Mag defense ------ Armor +4 Physical save +12 (+6 eff.) Spell save +6 (+4 eff.) other ------- Max hate +8.00 Amulets make your neck look great! |
mindweaver's gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Wil offense ------ Mindpower +5 (+1 eff.) On-Hit 7 light 7 darkness Damage +10% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 22% * 8% chance to blind defense ------ Mind save +5 (+1 eff.) Confus Resist +16% Amulets make your neck look great! |
restful stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -4% Life Regen +3.00 Healmod +17% Cut Resist +50% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 193 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
marksman's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ Physical Power +8 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +6 (+2 eff.) Accuracy +8 (+2 eff.) Rings make your fingers look great! |
Genocide (42-67 power, 4 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 42.0 - 67.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +18.0% Attack Speed 100% Damage Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con defense ------ Resist Against +15% Orc Life Regen +0.50 other ------- Stamina/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Corpsebow4.0 Encumbrance T2 longbow 2H weapon [Unique] Arcane/Nature Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On Hit: 25% Epidemic level 1 On Hit: 25% Cyst Burst level 1 While equipped: offense ------ Spellpower +10 (+10 eff.) On-Ranged-Hit 20 blight Damage +20% blight On-Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 6 defense ------ Disease Resist +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
Merkul's Second Eye4.0 Encumbrance T3 longbow 2H weapon [Unique] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 Projectile Speed +400% On Hit: 100% Arcane Eye level 4 While equipped: offense ------ On-Ranged-Hit 25 arcane other ------- Light +2 This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
yew longbow4.0 Encumbrance T3 longbow 2H weapon [Normal] Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 Longbows are used to shoot arrows at your foes. |
yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon [Ego] Arcane Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +12 cold While equipped: offense ------ Damage +17% cold Longbows are used to shoot arrows at your foes. |
acidic steel mace of corruption (11-15 power, 3 apr)3.0 Encumbrance T2 mace 1H weapon [Ego+] Arcane Weapon Damage 11.0 - 15.4 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% On Hit: 20% Curse of Death level 2 On Critical: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Blunt and deadly. |
warbringer's dwarven-steel mace of evisceration (27-38 power, 4 apr)3.0 Encumbrance T3 mace 1H weapon Reqs Str 24 [Ego++] Master Weapon Damage 27.0 - 37.8 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con offense ------ Physical Crit +9.0% Physical Power +14 (+5 eff.) Ignore resists +6% physical defense ------ Disarm Resist +12% Blunt and deadly. |
Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Weapon Damage 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +2 Cun +6 Wil offense ------ Mind Crit +8% Mindpower +12 (+4 eff.) Damage +18% nature +15% acid defense ------ Resistance +12% arcane +12% blight Spell save +15 (+9 eff.) other ------- Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Effective talent level: 2.0 Power cost 20 out of 20/20. Range 10 Cooldown: 30 Travel.spd 800% of base Description: Spit slime at your target doing 88.64 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
creative thorny mindstar of gales (9-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Cun offense ------ Mind Crit +3% Critical power +5.00% Mindpower +6 (+2 eff.) Damage +4% lightning +5% cold +7% physical defense ------ Defense +10 (+4 eff.) Pinning Resist +17% other ------- 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. |
Jetusher (20-24 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Spell Crit +2% Mind Crit +5% Spellpower +9 (+9 eff.) Damage +9% darkness +20% fire Ignore resists +25% darkness other ------- Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew vilestaff (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Con offense ------ Spell Crit +3% Spellpower +14 (+12 eff.) Damage +20% fire defense ------ Life Regen +0.80 Healmod +10% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel waraxe (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Accuracy +8 (+2 eff.) defense ------ Defense +7 (+3 eff.) Disarm Resist +24% One-handed war axes. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Normal] Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
plaguebringer's stralite waraxe of crippling (32-45 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +8 blight On Hit: 20% Epidemic level 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 6 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% defense ------ Disease Resist +15% One-handed war axes. |
steel waraxe of massacre (20-28 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Ego] Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% One-handed war axes. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Sungrind the cashmere cloak (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: Stats +5 Str offense ------ Damage +9% arcane +3% light When Hit 4 arcane defense ------ Defense +12 (+4 eff.) Resistance +14% blight +13% nature +5% arcane Life Regen +4.00 Healmod +11% other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +5 Defense +1 (+1 eff.) Resistance +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
corrosive dwarven-steel gauntlets (0 def, 2 armour)1.5 Encumbrance T2 hands armor Reqs - Heavy armour training [Ego] Nature While equipped: offense ------ On-Hit 7 acid Damage +5% acid defense ------ Armor +2 Fatigue +3% Resistance +6% acid 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. |
temporal hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 5 temporal On-Ranged-Hit 8 temporal Damage +5% arcane +3% temporal defense ------ Armor +2 Resistance +9% temporal 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. |
cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
catburglar's rough leather cap of trickery (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +2 Cun +5 Dex offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Resistance +11% darkness other ------- Infravision +3 A cap made of leather. |
dwarven-steel helm of absorption (0 def, 4 armour)3.0 Encumbrance T3 head armor Reqs - Heavy armour training [Ego] Nature While equipped: defense ------ Armor +4 Fatigue +4% other ------- Stamina when Hit +0.70 EQ when Hit +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training ,Str 28 [Normal] While equipped: defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
duelist's cured leather armour of the deep (9 def, 9 armour)9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +9 Defense +9 (+3 eff.) Fatigue +7% Resistance +7% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
troll-hide hardened leather armour of Eyal (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego++] Nature While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Life +55.00 Life Regen +4.50 Healmod +22% A suit of armour made of leather. |
troll-hide hardened leather armour of lightning resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% Resistance +18% lightning Life +41.00 Life Regen +3.90 Healmod +10% A suit of armour made of leather. |
enlightening stralite plate armour (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Psionic While equipped: Stats +3 Cun +5 Wil defense ------ Armor +13 Fatigue +22% Mind save +13 (+4 eff.) A suit of armour made of metal plates. |
enlightening stralite plate armour of Eyal (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +13 Fatigue +22% Mind save +14 (+4 eff.) Life +35.00 Life Regen +5.00 Healmod +14% A suit of armour made of metal plates. |
barbed quiver of elven-wood arrows of erosion (20/20, 52-72 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego+] Nature/Master Weapon Damage 51.5 - 72.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +13.5% Capacity 20 On-ranged-hit +12 nature On Critical: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
chilling quiver of elven-wood arrows of accuracy (24/24, 44-62 power, 14 apr)3.0 Encumbrance T4 arrow ammo [Ego] Arcane/Master Weapon Damage 44.0 - 61.6 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +26 Ignore Armor +14 Critical Rate +2.5% Capacity 24 On-ranged-hit +15 cold Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows (17/17, 36-51 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 36.5 - 51.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
Heart of the Sandworm Queen0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
scorching brass lantern of focus2.0 Encumbrance T1 lite [Ego] Arcane/Psionic While equipped: Stats +3 Wil offense ------ Damage +6% mind When Hit 12 fire defense ------ Resistance +6% fire 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. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
pouch of dwarven-steel shots of crippling (22/22, 36-43 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Master Weapon Damage 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +15.0% Capacity 22 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of amnesia (20/20, 46-56 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 46.5 - 55.8 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 20 On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of stralite shots (21/21, 43-52 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Psionic Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +5.5% Capacity 21 On-ranged-hit +5 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 174 physical damage Shots are used with slings to pummel your foes to death. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Rafstnah the Halfling Archer level 14
40th Dusk 122nd year of Ascendancy at 16:10 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Rafstnah the Halfling Archer level 19
10th Decay 122nd year of Ascendancy at 23:36 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rafstnah the Halfling Archer level 22
10th Pyre 123rd year of Ascendancy at 03:54 see stats
Level 10 (Roguelike)
Got a character to level 10.By Rafstnah the Halfling Archer level 10
1st Flare 122nd year of Ascendancy at 14:41 see stats
Level 20 (Roguelike)
Got a character to level 20.By Rafstnah the Halfling Archer level 20
3rd Allure 123rd year of Ascendancy at 04:06 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Rafstnah the Halfling Archer level 6
2nd Mirth 122nd year of Ascendancy at 02:23 see stats
The Right thing to do (Roguelike)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rafstnah the Halfling Archer level 15
79th Dusk 122nd year of Ascendancy at 02:00 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Rafstnah the Halfling Archer level 24
1st Mirth 123rd year of Ascendancy at 21:05 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Rafstnah the Halfling Archer level 17
38th Haze 122nd year of Ascendancy at 16:23 see stats
Unstoppable (Roguelike)
Returned from the dead.By Rafstnah the Halfling Archer level 24
4th Mirth 123rd year of Ascendancy at 21:46 see stats
Log
Talent Headshot is ready to use.
Talent Steady Shot is ready to use.
Talent Pin Down is ready to use.
Minotaur hits Rafstnah for 92 physical damage.
Melee retaliation hits Minotaur for 4 acid, 2 temporal, 3 blight, 5 fire, 3 mind (18 total damage).
Dreadmaster uses Summon.
Dreadmaster summons Something!
Dreadmaster summons Dread!
Dreadmaster summons Dread!
Minotaur uses Sunder Armour.
Rafstnah's armour is damaged!
Minotaur hits Rafstnah for 131 physical damage.
Melee retaliation hits Minotaur for 4 acid, 2 temporal, 3 blight, 5 fire, 3 mind (18 total damage).
Orc grand summoner uses Infusion: Healing.
Orc grand summoner receives 168 healing from Infusion: Healing.
---------- Turn 47 ----------
Rafstnah uses Evasion.
Burning curse trap hits Rafstnah for 36 fire damage.
Rafstnah activates his Rhyduntir the ash wand of shielding!
A shield forms around Rafstnah.
Orc assassin is confused and fails to use Attack.
Borfast the Broken uses Assault.
Borfast the Broken performs a melee critical strike against Rafstnah!
Your shield crumbles under the damage!
The shield around Rafstnah crumbles.
Borfast the Broken performs a melee critical strike against Rafstnah!
Melee retaliation hits Borfast the Broken for 3 acid, 2 temporal, 2 blight, 4 fire, 3 mind, 3 acid, 2 temporal, 2 blight, 4 fire, 3 mind, 3 acid, 2 temporal, 2 blight, 4 fire, 3 mind (45 total damage).
Borfast the Broken hits Rafstnah for (76 absorbed), 0 physical, (12 absorbed), 0 fire, (94 absorbed), 142 physical (142 total damage).
Rafstnah the level 24 halfling archer was cleaved to death by Borfast the Broken and offered to his dark Master on level 4 of Dreadfell.
---------- Turn 48 ----------



























































































