













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Possessor Bonus Class 1.7.4Donators/Buyers bonus! OldRPG Revival - UI 1.4.9 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:
OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Items Vault 1.7.6Donators/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 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:
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 | Orcs |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Orc |
| Class | Gunslinger |
| Level / Exp | 33 / 22% |
| Size | big |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 33 on the 22nd Loss 124th year of Ascendancy at 11:18 / 1 |
Primary Stats
| Strength | 18 (base 11) |
| Dexterity | 63 (base 60) |
| Constitution | 29 (base 11) |
| Magic | 23 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 80 (base 60) |
Resources
| Life | -67/751 |
| Psi | 134/134 |
| Steam | 60/100 |
| Healing Factor | 1.2524687383468 |
| Regeneration | 0.31311718458671 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 50 |
| Accuracy | 40 |
| Crit Chance | 35% |
| APR | 15 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 40 |
| Crit Chance | 35% |
| APR | 15 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 39 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +19% |
| Light | +25% |
| Mind | +9% |
| Lightning | +11% |
| Fire | +20% |
| All | 0% |
Offense: Damage Penetration
| Blight | +22% |
| Acid | +17% |
| Fire | +27% |
| All | +7% |
Defense: Base
| Armour (hardiness) | 13 (38.594633868923%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 25 |
| Mental Save | 35 |
Defense: Resistances
| Acid | + 22%( 70%) |
| Blight | + 23%( 70%) |
| Cold | + 44%( 70%) |
| All | + 18%( 70%) |
| Lightning | + 48%( 70%) |
| Light | + 47%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 26%( 70%) |
| Darkness | + 22%( 70%) |
| Fire | + 70%( 70%) |
| Nature | + 35%( 70%) |
Defense: Immunities
| Disarm Resistance | 40% |
| Stun Resistance | 50% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.1 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Constitution stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 137% efficiency and cooldown mod of 79%. Its effects scale with your Dexterity stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 100%. |
Class Talents
| Steamtech / Gunslinging | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Bullets mastery | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Steamtech / Elusiveness | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Steamtech / Avoidance | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Automation | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Steamtech / Gunner training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
| Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.20 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Conditioning | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Orc | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
Quests
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. A Ritch PartyTo do that we will prepare a special surprise to help our final attack. Go to the Ritch Hive in the mountains north of the ErĂșan desert and collect a big pile of ritch eggs. About 30 viable eggs should be sufficient. When you have enough, find a tunnel leading north and use the special sand shredder gloves tinker to open a path under the Gates of Morning. Finally, place the eggs in a protected spot to hatch. With luck, they will provide a distraction while you later assault the city. * You have collected enough eggs. * You have tunnelled close enough to the Gates of Morning. * You have placed the little surprise. | done |
All the few remaining orcs of the mainland have been captured by Sunwall and their western allies. Children of Garkul, Unite!To ensure a future, any future, for our race they must be freed. The internment camp is located somewhere to the north. The orcs are subdued into obedience by a powerful psionic, Mindwall, and guarded by elite Sunwall troops. Mindwall must be taken care of and the prides set free. But BEFORE that you should go and destroy the Sunwall Observatory to the east, as our spies have found a way to resist Mindwall's psionic powers which requries ingredients from there. * You have destroyed Mindwall body but he managed to split his mind into many pieces and taken direct control of the subdued orcs. Destroy the pillars in each level four other levels. * You have freed all the Vor Pride orcs. * You have freed all the Rak'Shor Pride orcs. * You have freed all the Gorbat Pride orcs. * You have freed all the Grushnak Pride orcs. * The Pride is once again free and united. | done |
Metash has asked you to investigate the Krimbul Clan, south of the peninsula. Clan of the UnicornA whitehoof turned mad with power is trying to lead them in a war against Kruk Pride. * You have stopped the pitiful Nektosh, ensuring one less threat for the Pride and a future for the Whitehooves. | done |
The giants have breached the mountain-side of Kruk pride! HomelandThey are invading the town just when most of our forces are outside. Only you and few others are left to close the breach by collapsing the tunnel from the inside. * You have collapsed the tunnel, saving the Pride. For now. | done |
You have found a bit of preserved yeti muscle, probably somebody somewhere will be interested. Mystery of the YetisFor each yeti muscle you return to the psy-machines in the ruins of a lost city you will gain a great reward. | active |
To win the war you must help the Pride by striking a blow to the giant's morale and supply lines. Of Steamwork and Pain* You have assaulted the Vaporous Emporium, crushing the morale of the Atmos tribe. * You have explored the yeti cave and vanquished the Yeti Patriarch. | done |
Our ultimate goal on the mainland is to get rid of the Sunwall once and for all. StargazersOur scouts have noticed the Gates of Morning is being reinforced with sun and moon orbs. Go to the Sunwall Observatory and destroy everything there to reduce their supplies. * You have destroyed the Observatory, the Gates of Morning defenses will be weakened. | done |
The people of the sunwall have lingered on this land for too long and now they are spreading their control to all the mainland. This must not be allowed! The Deconstruction of Falling StarsWith the help of their newfound allies in the west they keep a permanent guard over the farportal. The portal must be permanently destroyed to prevent reinforcements. The leader of the Sunwall, High Sun Paladin Aeryn must be punished for her crimes against the Prides. | active |
Kaltor's shop seems to be nearby in the mountain. Maybe it could be interesting to pay him a visit? The Grumpy ShopownerHe does sound well armed, though, so be prepared as it is likely very dangerous. So maybe take some time to plan the raid. | active |
A group of trolls from the Kar'HaĂŻb Dominion is trying to take foot on the mainland. This is our land!With the Sunwall at full force we can not have the luxury of having to fight on both fronts, the Dominion port of the south must be destroyed. A potent bomb was given to you, you must place it at a weak spot of the tower where it will detonate and destroy the port. It would be a good idea for you to not be there anymore when the bomb explodes however. * You have destroyed the Dominion port, the trolls will not be a problem in the near future. | done |
The Atmos tribe is not our sole problem. The Sunwall as grown in strength since the Scourge from the West came and murdered the other Prides leaders. You Shall Pass!Our brothers on the mainland lay enslaved, but before we free them you must secure a way to the mainland. Go to the sunwall outpost. Show them the wrath of Garkul, show no mercy for they have none for us. * You have destroyed the sunwall outpost, and secured a way to the mainland. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Quiver | Star Shot (16/20, 32-38 power, 15 apr) 3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: ---------- misc Talents +3 Explosive Shell Intense heat radiates from this powerful shot. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | elven-silk wizard hat 'Emelarewyn' (3 def, 0 armour) 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +7 Wil +5 Cun +5 Con dps ---------- Mind.crit +2% Mind.pwr +14 (+5 eff.) Dmg.mod +9% mind Melee Ret 8 blight ----- def ----- Defense +3 (+1 eff.) Resists +5% lightning +4% temporal +5% light +5% fire +6% nature +5% acid +6% blight +3% cold +9% mind +5% darkness Phys.save +12 (+6 eff.) Mind.save +9 (+5 eff.) ---------- misc Max.psi +26.00 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (0 def, 8 armour) 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Talents +1 Sand Shredder Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | supercharged stralite torque of mindblast [power 400] (20 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 436 mind damage and silencing them for 4 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's stralite ring of luminosity0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +2 Mag +6 Con dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 21 light Ranged+ 15 light Dmg.mod +15% light Rings make your fingers look great! |
| On fingers | savior's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Phys.save +9 (+5 eff.) Spell.save +9 (+5 eff.) Mind.save +8 (+4 eff.) Rings make your fingers look great! |
| Around neck | grounding gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ----- def ----- Resists +10% lightning Stun/Frz- +20% ---------- misc Mana/turn +0.18 Max.mana +25.00 Amulets make your neck look great! |
| In main hand | Talosis' Counterpoint4.0 T2 steamgun 1H weapon [Unique] Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +15 physical Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Phys.crit +4.0% Acc +5 (+1 eff.) ---------- misc Talents +3 Ceasefire It's said that Talosis never lost an argument. Now you know why. |
| Around waist | Xanadassra the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% acid Res.pen +10% acid +15% blight Melee Ret 2 blight ----- def ----- Resists +8% fire +8% cold Spell.save +8 (+4 eff.) Max.HP +44.00 ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | swiftstrike dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon [Ego+] Arcane/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +800% Ranged+ +8 acid Uses 2.0 Steam While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Dmg.mod +13% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
| Cloak | Yeti-fur Cloak (9 def, 2 armour) 2.0 T1 cloak armor [Unique] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +2 Defense +9 (+3 eff.) Resists +15% nature +30% cold Phys.save +10 (+5 eff.) This fur cloak is thick and matted, yet remains incredibly soft to the touch. |
| Main armor | Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+6 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Inventory
medical injector implant of the warrior (efficiency 115% / cooldown 69%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 115% efficiency and cooldown mod of 69%. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion (heal 326; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 326 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Explosive Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Flash Powder0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Grounding Strap0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +11% nature +12% blight Poison- +21% Disease- +21% Amulets make your neck look great! |
gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
sneakthief's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +15 (+5 eff.) Apr +8 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Silomira the Rimewilder (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Arcane Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +12 acid +11 temporal On Hit.r1 +8 cold On Crit.r2 +16 mind On Hit: * 20% chance to reduce all saves and defense by 25 While equipped: dps ---------- Dmg.mod +15% cold ----- def ----- Resists +18% acid +7% temporal +12% cold Sharp, short and deadly. |
Sootpride (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 11.0 - 14.3 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Str +5 Dex +5 Wil +3 Con dps ---------- Res.pen +10% darkness +7% all Acc +11 (+3 eff.) Apr +9 ----- def ----- Resists +9% light Sharp, short and deadly. |
chilling dwarven-steel greatmaul of paradox (41-62 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Arcane Power 41.0 - 61.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 temporal +23 cold While equipped: ----- def ----- Resists +14% temporal Massive two-handed mauls. |
quick dwarven-steel greatmaul (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +7 (+2 eff.) Massive two-handed mauls. |
Xanoda the thorny mindstar (10-11 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 10.0 - 11.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 5 mind 8 darkness Dmg.mod +6% mind +5% darkness Acc +10 (+3 eff.) ----- def ----- Armour +4 Resists +4% physical Phys.save +15 (+7 eff.) ---------- misc Stam/turn +3.00 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. |
cruel yew vilestaff (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +12.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew vilestaff (25-30 power, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +12 (+6 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash vilestaff of power (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane 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 +12 (+6 eff.) S.pwr/crit +4 Dmg.mod +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, light element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steady steel steamgun of enduring4.0 T2 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +6 Con +7 Wil dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Max.HP +44.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking dwarven-steel steamgun of piercing4.0 T3 steamgun 1H weapon [Ego++] Disrupt/Master/Steamtech Mastery Steamgun Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +6 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +5% nature +7% all Acc +7 (+2 eff.) Apr +10 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel waraxe of rage (10-15 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Master Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +12 (+4 eff.) One-handed war axes. |
kruk cloak (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] A stylish kruk-style cloak, to look awesome. |
murderer's cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Crit.mult +13.00% Acc +11 (+3 eff.) Apr +8 ----- def ----- Defense +2 (+0 eff.) Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 38.13 to 47.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Brodyhek the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +4 Fatigue -3% Resists +6% light +2% physical Spell.save +6 (+3 eff.) Max.HP +144.00 HP.reg +4.00 Heal.mod +10% ---------- misc Stam/turn +0.70 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of speed (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frozenspitter (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% cold Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +6% cold +9% light +9% darkness Phys.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Disarm- +25% 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. |
Cap of the Undisturbed Mind (-10 def, 0 armour)2.0 T3 head armor [Plot Item] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr -10 (-4 eff.) Spell.pwr -10 (-5 eff.) Mind.pwr -10 (-5 eff.) ----- def ----- Defense -10 (-4 eff.) Resists +10% cold +10% darkness +10% arcane Confus- +100% Allows you to resist the most terrible assaults on your mind. To prevent losing your mental health when gazing at the horrors of the Void there are still living brain tissues embedded into this cap. With it you can spend your time stargazing without fear. |
Dagandur (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Defense +2 (+0 eff.) Resists +3% temporal +9% darkness +3% blight +8% fire +5% arcane +8% cold Crit.chn- 10.00% ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Sparktouch the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +16% mind +6% lightning Res.pen +20% lightning Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +2 (+0 eff.) Resists +28% mind A pointy cloth hat, very wizardly... |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
champion's hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str +3 Wil ----- def ----- Armour +3 Fatigue +3% Mind.save +7 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
starseer's cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+3 eff.) Dmg.mod +6% darkness +5% temporal +8% light +5% physical ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+4 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
cured leather armour of Toknor (6 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% A suit of armour made of leather. |
13 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
16 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
14 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
alchemist's lamp of health1.0 T3 lite [Ego] Nature While equipped: ----- def ----- Max.HP +54.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Korbek's Spyglass2.0 T2 misc tool [Unique] Master While equipped: Stats +5 Cun dps ---------- Phys.crit +5.0% Acc +10 (+3 eff.) ---------- misc Infravis +2 Sight +1 This antique spyglass is weathered from use, but seems well maintained. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
18 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 236] powerful healing salve [power 236]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 236 Puts Talent Medical Injector on 15 cooldown Medical salve. |
simple frost salve [power 12] simple frost salve [power 12]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Remove 1 physical effects and grants a frost aura (12% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple healing salve [power 145] simple healing salve [power 145]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 100% efficiency and 100% cooldown modifier. Heal 145 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Scattermind (20/20, 17-20 power, 7 apr)3.0 T3 shot ammo [Unique] Nature/Psionic Power 17.0 - 20.4 Mind Uses 60% Cun, 60% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +3.0% Capacity 20 On Crit: * strike the target with one of Mind Sear, Psychic Lobotomy, or Sunder Mind, at random. A linen pouch of jagged mindstar fragments, each radiating a palpable sense of confusion and pain. They must have made up an impressive whole originally, before some cretin turned it to bits. |
Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target While equipped: These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
pouch of steel shots of daylight (16/16, 20-25 power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 Ranged+ +7 light Against +10% Undead While equipped: Shots are used with slings to pummel your foes to death. |
psychokinetic pouch of dwarven-steel shots of annihilation (21/21, 36-43 power, 7 apr)3.0 T3 shot ammo [Ego++] Master/Psionic Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +7 Crit +9.0% Capacity 21 Proj.spd +200% Ranged+ +10 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 158 physical damage Shots are used with slings to pummel your foes to death. |
crude focus lens0.0 T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: ---------- misc Infravis +5 Sight +1 See.Stealth +5 See.Invis +5 Tinkers can be attached to normal items to improve them with steam power! |
good explosive shell0.0 T2 steamtech tinker [Normal] Steamtech Attachable to quiver When attached: ---------- misc Talents +2 Explosive Shell Tinkers can be attached to normal items to improve them with steam power! |
good flash powder0.0 T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: ---------- misc Talents +2 Flash Powder Tinkers can be attached to normal items to improve them with steam power! |
Khelindur the steel torque of gale force [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Mag +2 Con dps ---------- Dmg.mod +21% acid ----- def ----- Resists +21% acid Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 114 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
12 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
19 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 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 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 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A Fistful of Gold (Roguelike)
Buy an item from an AAA.By UshiMushi the Orc Gunslinger level 11
17th Retaking 124th year of Ascendancy at 21:56 see stats
Across the Narrow Sea (Roguelike)
Destroyed the Sunwall Outpost to secure a way to the mainland.By UshiMushi the Orc Gunslinger level 13
25th Retaking 124th year of Ascendancy at 12:34 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By UshiMushi the Orc Gunslinger level 31
18th Pain 124th year of Ascendancy at 16:59 see stats
Level 10 (Roguelike)
Got a character to level 10.By UshiMushi the Orc Gunslinger level 10
15th Retaking 124th year of Ascendancy at 06:55 see stats
Level 20 (Roguelike)
Got a character to level 20.By UshiMushi the Orc Gunslinger level 20
43rd Retaking 124th year of Ascendancy at 10:56 see stats
Level 30 (Roguelike)
Got a character to level 30.By UshiMushi the Orc Gunslinger level 30
12nd Pain 124th year of Ascendancy at 13:42 see stats
Reclaiming Garkul's Heritage (Roguelike)
Freed the remnants of the Prides from the Internment Camp.By UshiMushi the Orc Gunslinger level 30
13rd Pain 124th year of Ascendancy at 13:06 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By UshiMushi the Orc Gunslinger level 26
44th Revenge 124th year of Ascendancy at 22:12 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By UshiMushi the Orc Gunslinger level 17
32nd Retaking 124th year of Ascendancy at 09:21 see stats
Log
Something hits UshiMushi for (34 flat reduction), 140 physical, (5 flat reduction), 0 mind, (4 flat reduction), 0 acid, (34 flat reduction), 135 physical, (4 flat reduction), 0 acid (275 total damage).
UshiMushi's Shoot hits Rattlesnake for 102 fire, 8 acid, 16 light (126 total damage).
UshiMushi's Shoot hits Silytha the giant acid ant for 36 fire damage.
UshiMushi's Shoot hits Rattlesnake for 103 fire damage.
UshiMushi's Shoot killed Rattlesnake!
Burning from UshiMushi hits Silytha the giant acid ant for 12 fire damage.
UshiMushi shoots!
UshiMushi hits Silytha the giant acid ant for 28 fire damage.
UshiMushi hits UshiMushi for (2 flat reduction), 0 fire (0 total damage).
UshiMushi's Shoot performs a ranged critical strike against Forest Troll Hedge-Wizard!
UshiMushi is recovering from the damage!
Forest Troll Hedge-Wizard reflects damage back to UshiMushi!
UshiMushi's Shoot hits Forest Troll Hedge-Wizard for (295 absorbed), 0 fire, (8 absorbed), 0 acid, (16 absorbed), 0 light (0 total damage).
Forest Troll Hedge-Wizard hits UshiMushi for 295 reflected, 8 reflected, 16 reflected (319 total damage).
Silytha the giant acid ant activates a prepared device.
Forest Troll Hedge-Wizard reflects damage back to UshiMushi!
UshiMushi's Shoot hits Forest Troll Hedge-Wizard for (183 absorbed), 0 fire, (16 absorbed), 0 light, (13 absorbed), 0 physical (0 total damage).
Forest Troll Hedge-Wizard hits UshiMushi for 183 reflected, 16 reflected, 13 reflected (212 total damage).
Burning from UshiMushi hits Silytha the giant acid ant for 12 fire damage.
UshiMushi is not crippled anymore.
UshiMushi has recovered!
Silytha the giant acid ant spits acid!
UshiMushi shrugs off Silytha the giant acid ant's 'Disarmed'!
Forest Troll Hedge-Wizard reflects damage back to UshiMushi!
Silytha the giant acid ant hits UshiMushi for (34 flat reduction), 48 acid (48 total damage).
UshiMushi hits Silytha the giant acid ant for 33 fire damage.
UshiMushi hits Forest Troll Hedge-Wizard for (72 absorbed), 0 fire (0 total damage).
Forest Troll Hedge-Wizard hits UshiMushi for 72 reflected damage.
UshiMushi the level 33 orc gunslinger was battered to death by Forest Troll Hedge-Wizard on level 1 of Ruined Dungeon.

























































































































