









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Slightly More Masterful of Disasters 1.7.0Modifies the Master of Disasters prodigy from the Embers of Rage DLC (required) to increase accuracy by the same (unscaled) amount as it increases physical/spell/mind/steam power. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Nur Kit 1.7.0Makes water-breathing equipment reliably available from various locations:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Tinker Gem Flexibility 1.7.0Modifies certain tinker recipes from the Embers of Rage DLC (required) to require a different gem type as ingredient for different tinker tiers, rather than requiring the same gem type for all tiers. Affected recipes:
Frequently Asked Questions: Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Mage Knight Unofficial 1.7.6UNOFFICIAL update. Attempting to fix broken talent script that causes game to lock out when NPCs load in with talent. Please let me know if you find any broken scripts and let me know along with the error log and I will see if I can resolve it, though don't expect the world as I have little specific coding knowledge for ToME; I may be able to resolve basic errors but I don't know if I can restore broken and non-functional talent effects. :') If the original creator wishes for me to remove this please let me know and I will do so, in spite of the original mod being wholly abandoned. Adds the Mage Knight metaclass, and its six sub-classes. This addon also includes several miscellaneous options available in the Mage Knight Plus tab of the Game Options menu. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are stealthy, mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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.
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Nekarcos's Quality of Life 08: Life Displays (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: Very High
Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Prepare Stealthily 1.7.0Modifies various trap-preparation and tool-preparation tools from the Cunning/Traps and Cunning/Artifice trees so that they do not break stealth. Affected talents are:
Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.6Donators/Buyers bonus! Nekarcos's Quality of Life 06: Wait-Time and Real-Time (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Interact with Sidekicks 1.7.0Provides an interface to interact with party members similar to the Interact with the Golem talent, by which yo ucan alter their equipment or spend their talent points. Also adds additional functionality like applying a rune or infusion directly to a party member, or managing its talent point plan in conjunction with the Talent Point Planner addon. Standard actions from the "Give order" dialog can also optionally be included, controlled by game option "Gameplay | Include party orders in interaction dialogs". The interaction dialog is bound to Alt-Shift-I by default, and can also be accessed by right-clicking on a suitable party member on the map or via the "Interact with Party Members" action on the main game menu. (NOTE: If you are using this addon in conjunction with the Talent Point Planner addon, you will need to upgrade the latter to release 10.8.3 or higher for compatibility. Similarly, if you are using this addon with the ZOmnibus Addon Pack or ZOmnibus Lite, you will need to upgrade it to release 17.2.3 or higher for compatibility.) Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Skirmisher Evolutions 1.7.4Adds the following evolutions: Mudsligner: Fateslinger: Fearslinger: Blightslinger: Crystalslinger: Battle Skirmisher: Sunslinger: Dreamslinger: Note: Age of Ascendancy specific requirements are waived in other campaigns. Bugnibus Bugfix Pack 1.7.0Combines several separate bugfix addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
Frequently Asked Questions: 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:
Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Effective Talent Scaling 1.7.4Changes some talents that use raw levels for no apparent reason to use effective levels instead. Affected talents include: Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verdant Class Pack 1.7.2Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Demons |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Gibbous |
| Class | Skirmisher (Mudslinger) |
| Level / Exp | 41 / 89% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 7 / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 15 (base 10) |
| Dexterity | 78 (base 60) |
| Constitution | 12 (base 10) |
| Magic | 20 (base 10) |
| Willpower | 66 (base 45) |
| Cunning | 79 (base 60) |
Resources
| Life | 1230/1230 |
| Stamina | 340/340 |
| Equilibrium | 33 |
| Healing Factor | 1.2691526171257 |
| Regeneration | 15.772316940992 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 7 |
| See Stealth | 55.350416095169 |
| See Invisible | 55.350416095169 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 54 |
| Crit Chance | 32% |
| APR | 13 |
| Speed | 0.77 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Mind
| Mindpower | 52 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +11% |
| All | 0% |
| Physical | +56% |
| Cold | +15% |
| Nature | +35% |
Offense: Damage Penetration
| Nature | +40% |
Defense: Base
| Armour (hardiness) | 32.683544434606 (62.07905162586%) |
| Defense | 59 |
| Ranged Defense | 59 |
| Fatigue | 0.92380522168512 |
| Physical Save | 9 |
| Spell Save | 31 |
| Mental Save | 41 |
Defense: Resistances
| Acid | + 18%( 70%) |
| Blight | + 39%( 70%) |
| Arcane | + 23%( 70%) |
| Bleed | + 19%( 70%) |
| All | + 13%( 70%) |
| Lightning | + 20%( 70%) |
| Light | + 18%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 19%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 13%( 70%) |
| Nature | + 60%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Bleed Resistance | 100% |
| Confusion Resistance | 12% |
| Instadeath Resistance | 100% |
| Blind Resistance | 31% |
Inscriptions (5/5)
| 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 450 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and mental effect and reduce all damage taken by 33% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -575 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 575 life, 8 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Moss | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Cunning / Poisons | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Slime | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Gibbous Werewolf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.20 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Counter Shot |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Volatile Poison |
| talent | Acidic Skin |
| talent | Numbing Poison |
| talent | Antimagic Shield |
Quests
The fearscape was in position. The armies were ready. The research was done. Then a vast horde of void creatures descended. Invaders InvadedFight them off, and take back the portal! The portal is secure once again. The invasion begins! | done |
Observation of the eyalites has identified a caravan carrying critical supplies into the Allied Kingdoms. Supply LinesIt will be travelling between the Iron Throne mountains and Last Hope. Make sure it never arrives. | done |
You've landed on Eyal. The BeachheadFirst, terminate any eyalite that might be an immediate threat. * The landing zone has been purged of eyalites. | done |
The peoples of Maj'Eyal are divided into many different kingdoms and organizations. Their power must be broken so that they may be punished properly. The Fall of Maj'EyalThe largest resistance is expected to come from the wizards of Angolwen. Khulmanar has taken the bulk of our forces to confront them. The Ambassador has been assigned to deal with scattered groups all throughout the northern reaches of Maj'Eyal. Your job will be to sabotage, assassinate, and destroy various targets to weaken the Eyalites. * The sher'tul-made horrors beneath the lake overwhelmed the imps, but you managed to recover their records. * It turns out that dwarves aren't Eyalites at all. The decision has been made to consider them fellow victims of the Sher'tul, and specialists dispatched to handle them appropriately. They seem quite responsive to offers of material goods... * One way or another, Derth lies in ruins. * In the southern forests is a hidden city of elves. Find a way to defeat them. * You must gather your strength before dealing with Last Hope. | active |
Three demons have been trapped on Eyal since the disaster. They could be useful to our cause. Seek them out. The Old OnesKryl-Feijan is reborn, and has pledged to aid you. Shassy'Kaish will help you. Probably. Walrog has agreed to aid you in destroying the Allied Kingdoms. * You have found each of the old ones. | done |
Equipment
| On feet | Emelyrinne the pair of hardened leather boots (8 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats Dex +7, Mag +6 offense ------ Mindpower +10 (+4 eff.) defense ------ Armor +3 Defense +8 (+2 eff.) Resistance +6% light, +6% acid A pair of boots made of leather. |
| Quiver | Tidesteel (21/21, 41-49 power, 9 apr)3.0 Encumbrance T3 shot ammo [Rare] Master Weapon Damage 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +12.0% Capacity 21 Projectile Speed +200% On-ranged-hit +20 item expose, +8 mind +20 cold On-Hit, radius 1 +12 mind, +8 cold On-crit, radius 2 +20 cold On Hit: * 20% chance to reduce all saves and defense by 32 Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: defense ------ Life +55.00 Blind Resist +32% Confus Resist +12% other ------- Light +8 See Stealth +10 See Invisibility +10 Track: Puts all charms on 33 turn cooldown Effective talent level: 2.6 Power cost 33 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat of nature (+19%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature While equipped: offense ------ Damage +13% nature defense ------ Defense +2 (+1 eff.) Resistance +19% nature A pointy cloth hat, very wizardly... |
| On hands | heroic voratun gauntlets of the verdant (0 def, 8 armour)1.5 Encumbrance T4 hands armor [Ego++] Disrupt/Master While equipped: defense ------ Armor +8 Fatigue +5% Resistance +20% blight, +12% darkness +12% arcane Affinity +11% nature Spell save +13 (+7 eff.) Mind save +11 (+4 eff.) Life +72.00 other ------- Masteries +0.20 Wild-gift/Antimagic 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. |
| Tool | stralite torque of mindblast [power 295] (13 cooldown)2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 295 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's stralite ring of the sanguine0.1 Encumbrance T4 ring jewelry [Ego] Master While equipped: Stats Dex +5 offense ------ Accuracy +10 (+3 eff.) defense ------ Resistance +7% bleed Life Regen +4.00 Cut Resist +40% Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Mindpower +6 (+2 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
| Around neck | enraging stralite amulet of healing0.1 Encumbrance T4 amulet jewelry [Ego+] Nature/Master While equipped: offense ------ Physical Power +9 (+4 eff.) Combat Speed +10% Damage +6% physical defense ------ Healmod +15% Cut Resist +60% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 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 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats Cun +3, Dex +4 offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around waist | Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats Cun +8, Wil +8 offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit level 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
| In off hand | flaming stralite shield (0 def, 8 armour, 46-55 power, 140.5 block)7.0 Encumbrance T4 shield armor [Ego] Nature When used to Attack: Weapon Damage 46.0 - 55.2 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +140 On-Hit, radius 1 +16 fire While equipped: offense ------ On-Hit 7 fire When Hit 8 fire defense ------ Armor +8 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Plaguecrack (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Cun +2, Dex +2 offense ------ Mindpower +5 (+2 eff.) Damage +12% nature Accuracy +4 (+1 eff.) Ignore Armor +4 defense ------ Defense +1 (+1 eff.) Resistance +6% nature Mind save +3 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven silk robe of the mountain (+9%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego+] Nature While equipped: Stats Str +4, Mag +5, Wil +5 offense ------ Damage +11% lightning +35% physical, +15% cold defense ------ Resistance +9% lightning, +7% cold +21% physical, +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 598%; cd 13)0.1 Encumbrance infusion scroll [Ego] 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 598% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental; dur 2; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% 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. Press to compare to your current inscriptions |
wild infusion of the titan (res 17%; mental; dur 4; 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 cure yourself of one random mental effect and reduce all damage taken by 17% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution 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 |
magic missile rune (118 arcane damage)0.1 Encumbrance T1 rune scroll [Normal] Arcane When inscribed on your body: Range 6 Cooldown: 21 Usage Speed: Spell (100% of a turn) Is: a spell Description: Fires a Magic Missile that does 118 arcane damage and inflicts Spellshocked for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 15%; move 39%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 39% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet of constitution (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats Con +3 Amulets make your neck look great! |
Erydin0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Mind Crit +4% defense ------ Defense +10 (+3 eff.) Resistance +18% lightning +7% physical, +5% arcane +12% acid Crit Resistance 15.00% Physical save +9 (+9 eff.) Life Regen +4.00 other ------- Stamina/turn +0.60 EQ when Hit +0.16 Amulets make your neck look great! |
Taiga Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: offense ------ On-Hit 20 ice On-Ranged-Hit 20 ice When Hit 20 ice defense ------ Resistance +20% cold Blind Resist +20% other ------- Cooldown Rimebark -3 Glaciate -3 Masteries +0.20 Wild-gift/Boreal No it is not decorated with tigers, it is decorated with an image of the frozen forests in the north. |
steel amulet of the fish0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% cold other ------- Breathe water Amulets make your neck look great! |
gold amulet 'Halegrim'0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats Dex +4 offense ------ When Hit 2 temporal defense ------ Resistance +9% cold Healmod +10% Cut Resist +20% Pinning Resist +20% Amulets make your neck look great! |
restful gold amulet of healing0.1 Encumbrance T3 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +1.00 Healmod +11% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 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 219 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
starlit gold amulet0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +15% light, +16% darkness Blind Resist +23% Amulets make your neck look great! |
wanderer's gold amulet of vision0.1 Encumbrance T3 amulet jewelry [Ego++] Nature/Master While equipped: Stats Dex +6, Cun +5, Con +3 offense ------ Move Speed +10% defense ------ Fatigue -6% Life Regen +2.00 Blind Resist +16% other ------- Stamina/turn +0.80 Infravision +5 Sight +2 See Invisibility +7 Amulets make your neck look great! |
wanderer's voratun amulet0.1 Encumbrance T5 amulet jewelry [Ego+] Master While equipped: Stats Dex +5, Cun +4, Con +5 offense ------ Move Speed +10% defense ------ Fatigue -7% Life Regen +1.00 other ------- Stamina/turn +1.10 Amulets make your neck look great! |
rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats Cun +3 defense ------ Defense +6 (+2 eff.) Rings make your fingers look great! |
Belumikira the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats Str +6, Dex +2, Cun +5 Con +2 defense ------ Defense +10 (+3 eff.) Crit Resistance 15.00% other ------- See Invisibility +6 Rings make your fingers look great! |
psionicist's steel ring of tenacity0.1 Encumbrance T2 ring jewelry [Ego] Master/Psionic While equipped: Stats Wil +3 defense ------ Mind save +6 (+2 eff.) Life +23.00 Disarm Resist +23% Pinning Resist +22% Knockbk Resist +20% Rings make your fingers look great! |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Shockhacker'0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats Cun +6, Wil +7 offense ------ Mindpower +7 (+3 eff.) When Hit 8 lightning, 8 mind defense ------ Armor +6 Defense +25 (+7 eff.) Rings make your fingers look great! |
vile gold ring of darkness (+30%)0.1 Encumbrance T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats Con +4 offense ------ Damage +15% darkness When Hit 6 blight, 5 lightning defense ------ Resistance +30% darkness Rings make your fingers look great! |
warrior's gold ring0.1 Encumbrance T3 ring jewelry [Ego] Master While equipped: Stats Str +3 defense ------ Armor +6 Rings make your fingers look great! |
psychokinetic pouch of dwarven-steel shots of grasping (16/16, 32-38 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Nature/Psionic Weapon Damage 32.0 - 38.4 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 16 On-ranged-hit +5 physical On Hit: * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns * 20% chance to knock the target back 3 spaces and deal 207 physical damage Shots are used with slings to pummel your foes to death. |
barbed pouch of voratun shots of grasping (20/20, 63-76 power, 6 apr)3.0 Encumbrance T5 shot ammo [Ego++] Nature/Master Weapon Damage 63.5 - 76.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +17.0% Capacity 20 On Hit: * 20% chance to create vines that bind the target to the ground dealing 207 nature damage and pinning them for 3 turns On Critical: * Wound the target dealing 150 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Rogue Plight (6 def, 7 armour)9.0 Encumbrance T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats Wil +5, Con +4 defense ------ Armor +7 Defense +6 (+2 eff.) Fatigue +7% Resistance +35% nature Crit Resistance 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats Dex +3 offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hathalarion (0 def, 4 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats Str +3, Wil +8, Cun +2 offense ------ Damage +6% blight, +6% mind Ignore resists +25% arcane defense ------ Armor +4 Fatigue +4% Mind save +7 (+2 eff.) other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2 Wil +2, Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3 Wil +3, Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+6 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
6 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+8 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+8 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 Item imbue powers: Stats Str +4, Dex +4, Mag +4 Wil +4, Cun +4, Con +4 Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
miner's dwarven-steel pickaxe (dig speed 22 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats Str +2 other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats Wil +5 offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 17 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
iron torque of clear mind [power 1] (21 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
extending voratun torque of gale force [power 415] (13 cooldown)2.0 Encumbrance T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 13 spaces and dealing 647 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Achievements
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Skirma the Gibbous Skirmisher level 41
126th Vengeance 123rd year of Ascendancy at 06:50 see stats
Getting the Band Back Together (Nightmare (Adventure) difficulty)
Help all the ancient demonsBy Skirma the Gibbous Skirmisher level 36
112nd Vengeance 123rd year of Ascendancy at 20:34 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Skirma the Gibbous Skirmisher level 10
73rd Vengeance 123rd year of Ascendancy at 09:42 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Skirma the Gibbous Skirmisher level 20
80th Vengeance 123rd year of Ascendancy at 10:30 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Skirma the Gibbous Skirmisher level 30
101st Vengeance 123rd year of Ascendancy at 09:37 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Skirma the Gibbous Skirmisher level 40
125th Vengeance 123rd year of Ascendancy at 16:31 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Skirma the Gibbous Skirmisher level 35
112nd Vengeance 123rd year of Ascendancy at 15:24 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Skirma the Gibbous Skirmisher level 38
123rd Vengeance 123rd year of Ascendancy at 16:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Skirma the Gibbous Skirmisher level 27
90th Vengeance 123rd year of Ascendancy at 16:31 see stats
Log
Poison from Poison blast trap hits Skirma for (17 antimagic), 0 nature, 15 healing (0 total damage) [16 healing].
Skirma fails to disarm a trap (poison blast trap).
A stream of poison gushes onto Skirma!
Skirma HEALS from nature damage!
Poison blast trap hits Skirma for (7 antimagic), 0 nature, 7 healing (0 total damage) [7 healing].
Skirma HEALS from nature damage!
Poison from Poison blast trap hits Skirma for (18 antimagic), 0 nature, 16 healing (0 total damage) [17 healing].
Skirma is no longer attuned.
Skirma HEALS from nature damage!
Poison from Poison blast trap hits Skirma for (18 antimagic), 0 nature, 16 healing (0 total damage) [17 healing].
Skirma uses Infusion: Healing.
Skirma stops being poisoned.
Skirma receives 261 healing from Infusion: Healing.
Resting starts...
Talent Infusion: Healing is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.
Skirma picks up (d.): magic missile rune (118 arcane damage).
Skirma picks up (w.): barbed pouch of voratun shots of grasping (20/20, 63-76 power, 6 apr).


















































































































