Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Dwarf |
Class | Anorithil |
Level / Exp | 25 / 96% |
Size | medium |
Lifes / Deaths | Killed by Aerayassra the elven blood mage at level 25 on the 22nd Iron 123rd year of Ascendancy at 11:27 / 1 |
Primary Stats
Strength | 20 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 46 (base 10) |
Magic | 89 (base 55) |
Willpower | 28 (base 10) |
Cunning | 66 (base 52) |
Resources
Life | -60/837 |
Positive | 54/122 |
Negative | 66/122 |
Healing Factor | 1.6467804250994 |
Regeneration | 18.690957824878 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | -1.1102230246252E-14% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Invisible | 6 |
Offense: Mainhand
Damage | 37 |
Accuracy | 5 |
Crit Chance | 21% |
APR | 5 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +37% |
Acid | +3% |
Light | +6% |
Temporal | +16% |
Darkness | +34% |
Arcane | +26% |
Cold | +10% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Light | +40% |
Cold | +43% |
Darkness | +15% |
Arcane | +20% |
Mind | +5% |
Fire | +5% |
Defense: Base
Armour (hardiness) | 15 (38%) |
Defense | 17 |
Ranged Defense | 17 |
Fatigue | 0 |
Physical Save | 50 |
Spell Save | 47 |
Mental Save | 45 |
Defense: Resistances
Arcane | + 16%( 70%) |
Cold | + 29%( 70%) |
All | + 7%( 70%) |
Lightning | + 13%( 70%) |
Light | + 29%( 70%) |
Temporal | + 22%( 70%) |
Physical | + 14%( 70%) |
Fire | + 7%( 70%) |
Darkness | + 34%( 70%) |
Defense: Immunities
Stun Resistance | 46% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 667% 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 124 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
beneficial effect | Improves/gives invisibility (power 19), reducing damage dealt by 40%. Invisibility |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Bregumabar the Magmabearer (0 def, 1 armour) Bregumabar the Magmabearer (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: offense ------ Damage +3% acid +12% arcane Ignore resists +5% fire On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Armor +1 Resistance +5% arcane Silence Resist +20% Confus Resist +21% Stun Resist +26% A pair of boots made of leather. |
Light source | brass lantern 'Eclipsekill' brass lantern 'Eclipsekill'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +10% cold +15% darkness +5% mind defense ------ Physical save +6 (+2 eff.) Healmod +13% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Thunderwild the elven-silk wizard hat (3 def, 0 armour) Thunderwild the elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Random Unique] Arcane While equipped: Stats +10 Mag +6 Con offense ------ Damage +6% lightning +16% temporal +14% arcane +16% darkness Ignore resists +15% lightning +20% arcane defense ------ Defense +3 (+3 eff.) Resistance +3% lightning +16% temporal +24% darkness +5% arcane Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | iron torque of psionic shield [power 23] (18/25 cooldown) iron torque of psionic shield [power 23] (18/25 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's copper ring of life titan's copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: Stats +3 Con defense ------ Physical save +6 (+2 eff.) Life +41.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
On fingers | Hettadin the Chargemight Hettadin the Chargemight0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Str +1 Dex +3 Mag +2 Cun offense ------ Spellpower +6 (+2 eff.) Damage +6% lightning When Hit 4 lightning defense ------ Physical save +3 (+1 eff.) Unlife -60.00 life Rings make your fingers look great! |
Around waist | Fulilar the Kindlecutter Fulilar the Kindlecutter1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +9% darkness Ignore resists +5% light When Hit 2 light defense ------ Resistance +12% light Life +34.00 A belt that goes around your waist. |
In main hand | elven-wood magestaff 'Relgukhad' (25-30 power, 5 apr, lightning element) elven-wood magestaff 'Relgukhad' (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +15 Mag +11 Wil +5 Cun +5 Con offense ------ Spell Crit +4% Spellpower +15 (+4 eff.) Spellpower/crit +11 Damage +25% lightning defense ------ Resistance +6% light +3% lightning Mind save +3 (+1 eff.) Life Regen +1.10 Healmod +15% Stun Resist +20% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | stone warden's hardened leather gloves of the starseeker (0 def, 14 armour) stone warden's hardened leather gloves of the starseeker (0 def, 14 armour)1.0 Encumbrance T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Cun +10 Con defense ------ Armor +14 Hardiness +8% Resistance +7% physical +6% light +5% darkness other ------- Infravision +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.3 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.64 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+7 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Cloak | Glitterwell the cashmere cloak (2 def, 0 armour) Glitterwell the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +5 Str +2 Dex +4 Wil +4 Cun +6 Con offense ------ Mind Crit +6% Damage +6% light Ignore resists +10% light When Hit 6 mind defense ------ Defense +2 (+2 eff.) other ------- See Invisibility +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Iceprophet the gold amulet Iceprophet the gold amulet0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Con offense ------ Ignore resists +25% light +25% cold When Hit 4 mind defense ------ Resistance +9% cold Physical save +11 (+4 eff.) Life +45.00 Life Regen +4.00 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18) Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
Prismatic Rune (6 turns; physical, light, blight, arcane, darkness) Prismatic Rune (6 turns; physical, light, blight, arcane, darkness)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 physical, 4 light, 5 blight, 5 arcane, 5 darkness Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Halatochik Halatochik0.1 Encumbrance T4 amulet jewelry [Rare] Nature While equipped: Stats +6 Str +4 Dex +4 Wil +5 Con offense ------ Damage +21% temporal Ignore resists +10% acid defense ------ Resistance +35% temporal Pinning Resist +44% Knockbk Resist +44% other ------- See Invisibility +9 Amulets make your neck look great! |
Polybrema Polybrema0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +8 Dex +3 Mag +5 Wil defense ------ Spell save +3 (+1 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- Mana-on-crit +1.00 Max mana +60.00 Amulets make your neck look great! |
grounding gold amulet of magic (+6) grounding gold amulet of magic (+6)0.1 Encumbrance T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +6 Mag defense ------ Resistance +10% lightning Stun Resist +32% Amulets make your neck look great! |
Duruhor Duruhor0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +4 Dex offense ------ Spellpower +5 (+2 eff.) Damage +3% arcane Accuracy +6 (+6 eff.) On-Hit (Melee): * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +3% physical Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring of fire (+22%) savior's copper ring of fire (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +7 (+2 eff.) Spell save +6 (+2 eff.) Mind save +7 (+3 eff.) Rings make your fingers look great! |
Lightsweep (12-16 power, 6 apr) Lightsweep (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Arcane/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage On Critical: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: offense ------ Damage +15% light Accuracy +6 (+6 eff.) defense ------ Defense +7 (+5 eff.) Disarm Resist +26% Sharp, short and deadly. |
Wretchwake (10-12 power, 5 apr) Wretchwake (10-12 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Psionic Weapon Damage 9.5 - 12.3 Physical Uses 50% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 darkness +12 nature Damage Against +7% Living While equipped: offense ------ Spellpower +10 (+3 eff.) defense ------ Resistance +3% mind Sharp, short and deadly. |
stralite greatsword of shearing (50-79 power, 3 apr) stralite greatsword of shearing (50-79 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego+] Master Weapon Damage 49.5 - 79.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Ignore resists +19% all Accuracy +24 (+19 eff.) Ignore Armor +13 Massive two-handed swords. |
Eclipsepython (32-44 power, 5 apr) Eclipsepython (32-44 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Rare] Psionic Weapon Damage 31.5 - 44.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +14 darkness Damage Against +11% Living On Hit: * 20% chance to reduce damage dealt by 18% While equipped: Stats +7 Dex +4 Con offense ------ Critical power +20.00% defense ------ Defense +25 (+14 eff.) Sharp, long, and deadly. |
warbringer's stralite longsword of vileness (32-45 power, 5 apr) warbringer's stralite longsword of vileness (32-45 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon Reqs Str 35 [Ego+] Arcane/Master Weapon Damage 32.0 - 44.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +14 blight On Hit: * 18% chance to reduce strength, dexterity, and constitution by 28 While equipped: Stats +3 Con offense ------ Physical Power +11 (+5 eff.) Ignore resists +6% physical defense ------ Disarm Resist +22% Sharp, long, and deadly. |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage) Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 Encumbrance T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Weapon Damage 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +27 Critical Rate +5.0% Attack Speed 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag offense ------ Spell Crit +12% Mind Crit +12% Spellpower +12 (+3 eff.) Mindpower +12 (+6 eff.) Damage +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
Betoldata the ash magestaff (18-22 power, 3 apr, light element) Betoldata the ash magestaff (18-22 power, 3 apr, light element)5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Str +2 Con offense ------ Physical Crit +6.0% Spell Crit +4% Physical Power +5 (+2 eff.) Spellpower +15 (+4 eff.) Damage +18% light +6% acid Accuracy +6 (+6 eff.) defense ------ Armor +6 Defense +5 (+4 eff.) other ------- Wards +2 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Singeripper' (10-12 power, 2 apr, light element) elm starstaff 'Singeripper' (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Critical power +11.00% Spellpower +3 (+1 eff.) Damage +10% light +9% fire Ignore resists +5% nature +5% fire defense ------ Resistance +6% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of fate (25-30 power, 5 apr, light element) shimmering elven-wood starstaff of fate (25-30 power, 5 apr, light element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +12 (+3 eff.) Damage +25% light defense ------ Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) Mind save +12 (+4 eff.) other ------- Mana/turn +0.10 Max mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood vilestaff of breaching (25-30 power, 5 apr, fire element) shimmering elven-wood vilestaff of breaching (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+3 eff.) Damage +25% fire Ignore resists +12% fire other ------- Mana/turn +0.18 Max mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
short elm starstaff of illumination (10-12 power, 2 apr, light element) short elm starstaff of illumination (10-12 power, 2 apr, light element)5.0 Encumbrance T1 staff 1H weapon [Ego] Nature/Master Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% light defense ------ Defense +6 (+4 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 72.06 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Daimidig the rough leather belt Daimidig the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Physical Power +3 (+1 eff.) defense ------ Crit Resistance 10.00% Spell save +5 (+2 eff.) Unlife -40.00 life Confus Resist +10% Pinning Resist +20% other ------- Size +1 A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Vipertooth the rough leather belt Vipertooth the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Dex +3 Cun +6 Lck offense ------ Damage +12% nature +3% arcane On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 defense ------ Stealth +6 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
blurring rough leather belt of life blurring rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature/Master While equipped: defense ------ Defense +10 (+6 eff.) Stealth +6 Life Regen +0.60 Healmod +11% A belt that goes around your waist. |
rough leather belt 'Barkpall' rough leather belt 'Barkpall'1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10 arcane resource burn defense ------ Resistance +3% nature +18% cold Life +33.00 A belt that goes around your waist. |
Barukalthondil (7 def, 0 armour) Barukalthondil (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +5% acid When Hit 4 temporal defense ------ Defense +7 (+5 eff.) Resistance +3% temporal Physical save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Coalwing the linen cloak (1 def, 0 armour) Coalwing the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil offense ------ Damage +6% nature Ignore resists +5% darkness When Hit 2 nature On-Hit (Melee): * 20% chance to reduce damage dealt by 18% defense ------ Defense +1 (+1 eff.) Mind save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Furnacewell' (1 def, 0 armour) linen cloak 'Furnacewell' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +2 Mag offense ------ Damage +3% fire defense ------ Defense +1 (+1 eff.) Resistance +3% cold Physical save +3 (+1 eff.) Life +33.00 other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mankini (0 def, 0 armour) Mankini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
dreamer's linen robe (0 def, 0 armour) dreamer's linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +11% darkness +11% mind +7% all Physical save +11 (+4 eff.) Spell save +11 (+4 eff.) Mind save +21 (+7 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of light (+15%) (0 def, 0 armour) shimmering linen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane While equipped: offense ------ Damage +11% arcane +10% light defense ------ Resistance +15% light +7% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Elyrerann the Gleambiter (0 def, 1 armour) Elyrerann the Gleambiter (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +5 Str +3 Con offense ------ Mind Crit +2% Damage +6% light Ignore resists +5% light defense ------ Armor +1 Resistance +6% light Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Festertitan the rough leather gloves (0 def, 7 armour) Festertitan the rough leather gloves (0 def, 7 armour)1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: defense ------ Armor +7 Resistance +3% nature +5% arcane Life Regen +1.00 Stun Resist +10% other ------- Stamina/turn +0.70 Max stamina +11.00 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. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 Encumbrance T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+1 eff.) Spell save +4 (+1 eff.) Life +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Ebonystinger the iron helm (0 def, 3 armour) Ebonystinger the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +6% darkness Ignore resists +20% darkness +15% fire On-Hit (Melee): * 10% chance to reduce damage dealt by 18% defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal +3% light A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat (1 def, 0 armour) insulating linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% fire +5% cold A pointy cloth hat, very wizardly... |
insulating linen wizard hat of light (+6%) (1 def, 0 armour) insulating linen wizard hat of light (+6%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Nature While equipped: offense ------ Damage +10% light defense ------ Defense +1 (+1 eff.) Resistance +6% fire +15% light +5% cold A pointy cloth hat, very wizardly... |
Ce'Nivea the steel shield (0 def, 12 armour, 103.5 block) Ce'Nivea the steel shield (0 def, 12 armour, 103.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Random Unique] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con offense ------ Damage +6% acid Ignore resists +10% acid On shield block: * Cause enemies within radius 6 to bleed for 67 physical damage over 5 turns (1/turn) defense ------ Armor +12 Fatigue +8% Resistance +24% lightning +24% acid Physical save +9 (+3 eff.) other ------- Talents +1 Block Handheld deflection devices. |
Dimhunger (0 def, 8 armour, 144 block) Dimhunger (0 def, 8 armour, 144 block)7.0 Encumbrance T4 shield armor Reqs - Shield usage training ,Str 35 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +12 Cun offense ------ Damage +9% mind Ignore resists +20% darkness When Hit 10 mind defense ------ Armor +8 Fatigue +8% Resistance +27% lightning other ------- Max hate +6.00 Talents +1 Block Handheld deflection devices. |
586 alchemist agate 586 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance 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. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+5 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 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. |
turquoise turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+10 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+10 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Lustresear the brass lantern Lustresear the brass lantern2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Damage +3% light +3% arcane Ignore resists +15% arcane When Hit 6 light defense ------ Resistance +5% arcane other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest 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. |
high-capacity pouch of stralite shots of accuracy (58/58, 44-52 power, 5 apr) high-capacity pouch of stralite shots of accuracy (58/58, 44-52 power, 5 apr)3.0 Encumbrance T4 shot ammo Reqs Dex 35 [Ego] Master Weapon Damage 43.5 - 52.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +5 Critical Rate +5.5% Capacity 58 While equipped: other ------- Reload +2 Shots are used with slings to pummel your foes to death. |
2 amethyst 2 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. |
2 quartz 2 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. |
2 ametrine 2 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By I Hate Squares the Dwarf Anorithil level 12
12nd Profit 122nd year of Ascendancy at 07:34 see stats
By I Hate Squares the Dwarf Anorithil level 23
10th Iron 123rd year of Ascendancy at 07:40 see stats
By I Hate Squares the Dwarf Anorithil level 10
2nd Profit 122nd year of Ascendancy at 03:27 see stats
By I Hate Squares the Dwarf Anorithil level 20
29th Wealth 122nd year of Ascendancy at 17:24 see stats
By I Hate Squares the Dwarf Anorithil level 18
21st Wealth 122nd year of Ascendancy at 22:18 see stats
By I Hate Squares the Dwarf Anorithil level 6
19th Voratun 122nd year of Ascendancy at 20:08 see stats
By I Hate Squares the Dwarf Anorithil level 12
5th Profit 122nd year of Ascendancy at 23:08 see stats
By I Hate Squares the Dwarf Anorithil level 9
1st Acquisition 122nd year of Ascendancy at 18:16 see stats
By I Hate Squares the Dwarf Anorithil level 23
3rd Shortage 122nd year of Ascendancy at 18:16 see stats
By I Hate Squares the Dwarf Anorithil level 16
9th Wealth 122nd year of Ascendancy at 12:49 see stats
Log
Dreadmaster resists the knockback!
I Hate Squares resists!
Lisyredalaith the ogre warmaster is encased in ice!
I Hate Squares's defensive darkness area effect hits Aerayassra the elven blood mage for (28 flat reduction), 0 darkness (0 total damage).
I Hate Squares's defensive darkness area effect hits Dreadmaster for 13 darkness damage.
I Hate Squares's defensive darkness area effect hits Ogre guard for 32 darkness damage.
I Hate Squares's prismatic repulsion area effect hits Aerayassra the elven blood mage for (12 flat reduction), 0 light, (17 flat reduction), 0 darkness (0 total damage).
I Hate Squares's prismatic repulsion area effect hits Dreadmaster for 10 light, 8 darkness (18 total damage).
I Hate Squares's prismatic repulsion area effect hits Ogre guard for 14 light, 19 darkness (32 total damage).
Rimebark's ice area effect hits Giant spider for 121 cold damage.
Rimebark's ice area effect hits Islodann the ogre guard for (37 to minion: dreadmaster), 56 cold (56 total damage).
Rimebark's ice area effect hits I Hate Squares for 62 cold damage.
Rimebark's ice area effect hits Something for (66 to bones), 0 cold (0 total damage).
Rimebark's ice area effect hits Lisyredalaith the ogre warmaster for 112 cold damage.
Rimebark's ice area effect hits Dreadmaster for 40 cold damage.
Aerayassra the elven blood mage's Blood Grasp hits I Hate Squares for 116 blight damage.
Aerayassra the elven blood mage receives 27 healing from Aerayassra the elven blood mage's Blood Grasp.
Melee retaliation hits Islodann the ogre guard for (2 to minion: dreadmaster), 3 lightning, (6 to minion: dreadmaster), 9 darkness, (4 to minion: dreadmaster), 6 cold, (1 to minion: dreadmaster), 2 mind, (8 to minion: dreadmaster), 12 light, (2 to minion: dreadmaster), 3 lightning, (6 to minion: dreadmaster), 9 darkness, (4 to minion: dreadmaster), 6 cold, (1 to minion: dreadmaster), 2 mind, (8 to minion: dreadmaster), 12 light (64 total damage).
Islodann the ogre guard hits I Hate Squares for 76 physical, 58 darkness, 51 physical, 58 darkness (242 total damage).
Aerayassra the elven blood mage casts Drain.
Aerayassra the elven blood mage's spell attains critical power!
Rimebark misses I Hate Squares.
Dreadmaster casts Pacification Hex.
I Hate Squares is hexed!
I Hate Squares is dazed!
Aerayassra the elven blood mage hits I Hate Squares for 232 blight damage.
I Hate Squares is not dazed anymore.
Hymn of Shadows hits I Hate Squares for 15 darkness damage.
I Hate Squares the level 25 dwarf anorithil was darkened to death by Aerayassra the elven blood mage on level 2 of Dark crypt.
I Hate Squares vanishes from sight.