











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 | Shalore |
| Class | Skirmisher |
| Level / Exp | 38 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 38 on the 7th Haze 123rd year of Ascendancy at 13:39 / 1 |
Primary Stats
| Strength | 24 (base 12) |
| Dexterity | 66 (base 60) |
| Constitution | 23 (base 10) |
| Magic | 57 (base 33) |
| Willpower | 17 (base 11) |
| Cunning | 71 (base 60) |
Resources
| Life | -52/685 |
| Stamina | 183/258 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 12.182226975662 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | +25% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 43.470336367031 |
| See Invisible | 52.470336367031 |
Offense: Mainhand
| Damage | 115 |
| Accuracy | 68 |
| Crit Chance | 63% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +36% |
| Light | +13% |
| Temporal | +26% |
| Physical | +56% |
| All | +6% |
| Nature | +16% |
Offense: Damage Penetration
| Temporal | +57% |
| Physical | +57% |
| Arcane | +52% |
| Mind | +47% |
| All | +37% |
Defense: Base
| Armour (hardiness) | 62 (68.594633868923%) |
| Defense | 72 |
| Ranged Defense | 75 |
| Fatigue | 18.923805221685 |
| Physical Save | 24 |
| Spell Save | 27 |
| Mental Save | 33 |
Defense: Resistances
| Darkness | + 34%( 70%) |
| Lightning | + 45%( 70%) |
| Nature | + 51%( 70%) |
| Temporal | + 35%( 70%) |
| Blight | + 34%( 70%) |
| Physical | + 60%( 70%) |
| Fire | + 58%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 55% |
| Disarm Resistance | 40% |
| Silence Resistance | 48% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 385 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 93 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 Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 701% 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by patchwork troll. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lone alchemist from death by Arurimira the venom drake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Nerytira the giant venus flytrap. Escort: lone alchemist (level 3 of Trollmire) | failed |
You failed to protect the lost defiler from death by Isaba the skeleton assassin. Escort: lost defiler (level 8 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Xerotha the faeros. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost tinker from death by Elelaith the armoured skeleton warrior. Escort: lost tinker (level 1 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by greater multi-hued wyrm. Escort: repented thief (level 2 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Lacerating Strikes (+1 level(s)). | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 522. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed green worm. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed bear paw. * You've found the needed wretchling eyeball. 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 vial of fire wyrm saliva. * You've found the needed storm wyrm claw. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | undeterred pair of voratun boots of speed (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +5 Fatigue +4% Silence- +28% Confus- +35% Stun/Frz- +43% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | pouch of stralite shots 'Dourwake' (22/23, 161% power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Master/Psionic Power 161% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 23 Rld cld 3 Ranged+ +8 darkness On Hit.r1 +8 darkness +8 temporal On Crit.r2 +16 darkness On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 19% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | ethereal alchemist's lamp of the sun0.0 T3 lite [Ego++] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +7% light ----- def ----- Resists +8% darkness Affinity +5% light ---------- misc Light +8 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 168.80 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Tool | Areletha [power 91] (21 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +3% physical Apr +3 ----- def ----- Resists +12% nature +6% fire Silence- +20% Confus- +20% ---------- misc Max.stam +30.00 Setup a psionic shield, reducing all damage taken by 91 for 5 turns Puts all charms on 21 cooldown 100% to gain a 28% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Kyrak the gold ring0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+4 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +12% lightning +12% physical +10% nature +6% all Acc +5 (+1 eff.) ----- def ----- Resists +20% nature +24% lightning ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
| On fingers | gold ring 'Beleregochak'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Spell.crit +3% Dmg.mod +15% physical Res.pen +10% mind ----- def ----- Resists +15% physical Mind.save +9 (+5 eff.) ---------- misc Mana/turn +0.12 Psi/ret +0.40 Vim/s.crit +2.00 Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | drakeskin leather sling 'Duridir'4.0 T5 sling 1H weapon [Random Unique] Arcane/Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Ranged+ +10 lightning +8 temporal While equipped: dps ---------- Phys.crit +11.0% Spell.pwr +15 (+4 eff.) Dmg.mod +18% lightning Res.pen +15% arcane +12% all Acc +23 (+6 eff.) Apr +12 Melee Ret 2 arcane ---------- misc Mana/turn +0.16 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | balancing hardened leather belt of unlife1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +5 Cun +5 Dex dps ---------- Phys.crit +6.0% Mind.crit +8% ----- def ----- Resists +8% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 170% power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+4 eff.) Rng.Def +15 (+4 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | cashmere cloak 'Ragiromitar' (12 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +7 Mag dps ---------- Phys.crit +6.0% ----- def ----- Defense +12 (+3 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+4 eff.) ---------- misc Light +3 Infravis +3 See.Invis +9 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +23 (+6 eff.) Dmg.mod +20% temporal +20% physical Res.pen +20% temporal +20% physical Melee Ret 20 physical 10 temporal ----- def ----- Armour +3 Defense +9 (+2 eff.) Resists +10% temporal +10% physical +13% all Temporal Reprieve: Level 1.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Is a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
Inventory
movement infusion (speed 628%; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 628% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 453; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 453 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 287; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 287 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 21%; mental; dur 2; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous 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 21% for 2 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. |
Prismatic Rune (6 turns; acid, physical, blight, nature, mind)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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: 5 acid, 2 physical, 5 blight, 5 nature, 5 mind Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 274.68 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 5; phase 14; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 13%; move 43%; dur 5; cd 20)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous 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 13% all resistance, you move 43% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 102; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 102 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 105; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 105 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 166; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 166 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belath the Ebonyfoe0.1 T5 amulet jewelry [Random Unique] Nature While equipped: dps ---------- Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Resists +8% physical +17% mind +9% darkness Heal.mod +15% Cut- +50% Confus- +26% ---------- misc Stam/turn +0.40 Heal: Puts all charms on 29 cooldown Level 3.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Relgorand0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Crit.mult +16.00% Acc +7 (+2 eff.) Apr +14 ----- def ----- Resists +9% acid +18% temporal +9% blight +5% arcane +9% nature Spell.save +3 (+1 eff.) Pinning- +34% Knockbk- +30% Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Tempestmoon'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil dps ---------- Res.pen +20% lightning ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
Olidorain the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Phys.pwr +10 (+4 eff.) Dmg.mod +13% lightning Res.pen +20% physical Apr +2 ----- def ----- Resists +26% lightning +12% temporal Spell.save +6 (+3 eff.) ---------- misc Hate/m.crit +3.00 Rings make your fingers look great! |
Poramitira0.1 T2 ring jewelry [Rare] Psionic While equipped: ----- def ----- Armour +10 Resists +6% blight +9% cold +12% temporal Mind.save +8 (+4 eff.) Max.HP +40.00 Confus- +29% Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
copper ring 'Blazeoblivion'0.1 T1 ring jewelry [Rare] Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) Confus- +24% ---------- misc Mana/s.crit +1.00 Vim/s.crit +2.00 Max.mana +20.00 Light +1 Rings make your fingers look great! |
mule's copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Fatigue -4% Resists +10% physical ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +13 (+3 eff.) Apr +12 ----- def ----- Defense +18 (+4 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 116% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
solipsist's stralite ring0.1 T4 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
Star (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 100% Range: 1.3x Uses 20% Str, 20% Dex Dmg Light Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Hailslicer the dwarven-steel greatmaul (164% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 165% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +20 cold While equipped: Stats +2 Str dps ---------- Dmg.mod +18% cold ----- def ----- Resists +15% nature Spell.save +6 (+3 eff.) Massive two-handed mauls. |
Neraganor the Shockburst (166% power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 167% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +20 blight On Crit.r2 +12 lightning While equipped: Stats +3 Cun +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +6% lightning ---------- misc Infravis +3 Massive two-handed mauls. |
dwarven-steel longsword 'Aduyavea' (125% power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Arcane Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +15 cold While equipped: ----- def ----- Resists +8% physical Crit.chn- 10.00% Heal.mod +20% Poison- +20% Confus- +20% Knockbk- +20% Sharp, long, and deadly. |
blazebringer's stralite mace of shearing (146% power, 5 apr)3.0 T4 mace 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 146% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit.r2 +24 fire While equipped: dps ---------- All.spd +3% Res.pen +12% fire +9% all Acc +13 (+3 eff.) Apr +9 Blunt and deadly. |
Jetripper the yew vilestaff (133% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Arcane Power 134% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Mind.crit +8% Spell.pwr +13 (+3 eff.) Mind.pwr +10 (+5 eff.) Dmg.mod +6% blight +32% darkness +6% mind Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ---------- misc Equi/ret +0.12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Dazzlerip' (120% power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% blight +9% acid +15% light +15% lightning Res.pen +15% acid Melee Ret 4 acid ----- def ----- Armour +7 Hardiness +8% Resists +15% light Phys.save +7 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Stormvagrant (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit.r1 +16 lightning On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: dps ---------- Dmg.mod +9% lightning Res.pen +25% lightning Melee Ret 6 blight On Hit (Melee): * 20% chance to slow global speed by 50% * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Resists +12% nature One-handed war axes. |
balanced dwarven-steel waraxe of persecution (123% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt/Master Power 123% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Against +11% Unnatural While equipped: Stats +1 Wil dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +26% One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +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. |
blurring hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane/Master While equipped: Stats +7 Mag +6 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +15 (+3 eff.) Stealth +8 A belt that goes around your waist. |
nightruned hardened leather belt of magery1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Resists +9% light +7% darkness A belt that goes around your waist. |
noble's hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +5 (+2 eff.) Against +26% Summoned ----- def ----- D.Red.from +23% Summoned Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Furnacecrack (13 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +15% mind +9% fire ----- def ----- Defense +13 (+3 eff.) Resists +12% fire Phys.save +11 (+5 eff.) ---------- misc Psi/ret +0.16 Hate/m.crit +5.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 152.01 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
elven-silk cloak 'Pyreravager' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Master While equipped: Stats +7 Str +3 Dex +1 Cun +7 Con dps ---------- Res.pen +5% darkness +25% fire Acc +8 (+2 eff.) Apr +6 Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +3 (+0 eff.) Resists +3% fire Phys.save +11 (+5 eff.) Max.HP +77.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +13% darkness +14% temporal ----- def ----- Armour +3 Resists +14% darkness +15% temporal Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Def/telep +16 Res/telep +13% Dur/telep +19% A pair of boots made of leather. |
pair of hardened leather boots 'Ulegund' (0 def, 13 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +11 Dex dps ---------- Dmg.mod +15% temporal Apr +5 ----- def ----- Armour +13 Stealth +11 Die.at -80.00 life ---------- misc Infravis +2 A pair of boots made of leather. |
brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Phys.crit +10.0% Spell.crit +15% Mind.crit +16% Crit.mult +10.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful drakeskin leather gloves of archery (0 def, 3 armour)1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +6 Cun +7 Dex dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Armour +3 HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/ret +1.30 Equi/ret +1.20 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
bladed hardened leather cap of blood magic (0 def, 3 armour)2.0 T3 head armor [Ego++] Arcane/Master While equipped: Stats +4 Str +5 Mag +6 Wil dps ---------- Spell.crit +2% Dmg.mod +11% blight +6% arcane ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 121.3 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag +7 Con dps ---------- Dmg.mod +5% arcane ----- def ----- Defense +2 (+0 eff.) Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal 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... |
hardened leather cap 'Aerylabers' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str dps ---------- Crit.mult +20.00% Mind.pwr +10 (+5 eff.) Dmg.mod +30% mind Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +3% Mind.save +18 (+8 eff.) A cap made of leather. |
spellwoven cashmere wizard hat of the sentry (2 def, 0 armour)2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +2 (+0 eff.) ----- def ----- Defense +2 (+0 eff.) ---------- misc Mana/turn +0.16 Infravis +6 See.Stealth +14 See.Invis +16 Circle of Warding: (Instant) Puts all charms on 33 cooldown Level 3.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 51% and attempts to push all creatures other than yourself out of its radius, inflicting 11.59 light damage and 10.87 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Psionic While equipped: Stats +4 Cun +7 Wil ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Mind.save +14 (+7 eff.) Max.HP +40.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of mail. |
rejuvenating reinforced leather armour of lightning resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +23% lightning HP.reg +3.40 ---------- misc Stam/turn +1.30 A suit of armour made of leather. |
Eilinulaith the dwarven-steel shield (0 def, 21 armour, 138% power, 125 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 138% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +125 While equipped: dps ---------- Acc +30 (+8 eff.) ----- def ----- Armour +21 Fatigue +8% Resists +23% lightning +9% darkness Poison- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
Scorpionvengeance (0 def, 6 armour, 136% power, 75 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +75 Melee+ +12 arcane On Hit.r1 +12 acid On Crit.r2 +20 nature +8 acid While equipped: dps ---------- Res.pen +20% acid On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Armour +6 Fatigue +8% Resists +21% lightning +12% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Shadowoath the dwarven-steel shield (0 def, 6 armour, 131% power, 89 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Arcane When used to Attack: Power 131% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +89 Melee+ +15 fire On Hit.r1 +20 lightning On Crit.r2 +8 darkness While equipped: Stats +4 Str dps ---------- Dmg.mod +6% lightning Res.pen +20% darkness Melee Ret 19 fire ----- def ----- Armour +6 Fatigue +8% Resists +15% fire +18% darkness +6% temporal ---------- misc Talents +1 Block Handheld deflection devices. |
Titanic (20 def, 18 armour, 159% power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 160% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+5 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
shocking stralite shield of shrapnel (0 def, 8 armour, 158% power, 136 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 158% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +136 While equipped: dps ---------- Melee+ 10 lightning On shield block: * Cause enemies within radius 6 to bleed for 166 physical damage over 5 turns (1/turn) Melee Ret 9 lightning ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Arikalthohir' (0 def, 16 armour, 157% power, 215 block)7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane/Master When used to Attack: Power 157% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +215 Melee+ +14 lightning While equipped: Stats +5 Dex +2 Mag +2 Wil +6 Con dps ---------- Dmg.mod +15% arcane Melee Ret 17 lightning ----- def ----- Armour +16 Fatigue +8% Resists +14% lightning +24% fire +9% mind Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
7 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Globremina the dwarven-steel pickaxe (dig speed 24 turns)3.0 T3 digger tool [Rare] Nature While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +2% physical Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +10 (+5 eff.) Max.HP +55.00 ---------- misc Stam/turn +3.00 Psi/ret +0.16 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's dwarven-steel pickaxe (dig speed 25 turns)3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str +3 Cun dps ---------- Acc +5 (+1 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Glarewill the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +5 Wil +4 Con dps ---------- Phys.pwr +30 (+10 eff.) Res.pen +25% light ----- def ----- Max.HP +57.00 ---------- misc Max.hate +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mayolelaith the Sootorder1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% light +6% darkness Res.pen +10% darkness Melee Ret 4 fire On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +12% fire +16% darkness +15% mind Affinity +5% light ---------- misc Light +7 Sun Flare: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 168.80 light damage. At talent level 3 you gain 29% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Scaldwrecker'0.0 T3 lite [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +30% arcane +9% fire Res.pen +10% arcane +25% blight Melee Ret 10 arcane ----- def ----- Resists +12% fire ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 438.84 fire damage (based on Magic). Uses 41 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (2/2)2.0 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eruharadil the pouch of dwarven-steel shots (50/50, 148% power, 9 apr)3.0 T3 shot ammo [Random Unique] Arcane/Master/Psionic Power 148% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +5.0% Capacity 50 Rld cld 3 Ranged+ +20 mind On Hit.r1 +20 mind On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 15 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 80 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
dwarven-steel torque of mindblast 'Anyneg' [power 275] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Dmg.mod +18% blight Melee Ret 10 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Resists +12% blight Blast the opponent's mind dealing 292 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing dwarven-steel torque of clear mind [power 3] (21 cooldown)2.0 T3 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage penetration by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Slingin' Jimmy the Shalore Skirmisher level 37
79th Dusk 123rd year of Ascendancy at 19:50 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Slingin' Jimmy the Shalore Skirmisher level 36
77th Dusk 123rd year of Ascendancy at 20:29 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Slingin' Jimmy the Shalore Skirmisher level 15
32nd Dusk 122nd year of Ascendancy at 13:18 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Slingin' Jimmy the Shalore Skirmisher level 31
9th Flare 123rd year of Ascendancy at 09:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Slingin' Jimmy the Shalore Skirmisher level 21
17th Haze 122nd year of Ascendancy at 14:58 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slingin' Jimmy the Shalore Skirmisher level 32
12nd Dusk 123rd year of Ascendancy at 21:22 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Slingin' Jimmy the Shalore Skirmisher level 32
61st Dusk 123rd year of Ascendancy at 01:55 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slingin' Jimmy the Shalore Skirmisher level 29
1st Time of Balance 123rd year of Ascendancy at 04:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Slingin' Jimmy the Shalore Skirmisher level 10
3rd Flare 122nd year of Ascendancy at 00:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Slingin' Jimmy the Shalore Skirmisher level 20
7th Haze 122nd year of Ascendancy at 05:18 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Slingin' Jimmy the Shalore Skirmisher level 30
1st Flare 123rd year of Ascendancy at 02:49 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Slingin' Jimmy the Shalore Skirmisher level 22
49th Haze 122nd year of Ascendancy at 11:11 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Slingin' Jimmy the Shalore Skirmisher level 38
7th Haze 123rd year of Ascendancy at 04:27 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Slingin' Jimmy the Shalore Skirmisher level 23
72nd Haze 122nd year of Ascendancy at 17:55 see stats
Take you with me (Insane (Roguelike) difficulty)
Killed a boss while already dead.By Slingin' Jimmy the Shalore Skirmisher level 38
7th Haze 123rd year of Ascendancy at 13:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Slingin' Jimmy the Shalore Skirmisher level 11
10th Flare 122nd year of Ascendancy at 13:42 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Slingin' Jimmy the Shalore Skirmisher level 15
59th Dusk 122nd year of Ascendancy at 07:07 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Slingin' Jimmy the Shalore Skirmisher level 20
7th Haze 122nd year of Ascendancy at 15:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Slingin' Jimmy the Shalore Skirmisher level 14
9th Dusk 122nd year of Ascendancy at 13:51 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Slingin' Jimmy the Shalore Skirmisher level 35
74th Dusk 123rd year of Ascendancy at 02:33 see stats
Log
Slingin' Jimmy's Noggin Knocker performs a ranged critical strike against Forest Troll Hedge-Wizard!
Slingin' Jimmy's Noggin Knocker hits Forest Troll Hedge-Wizard for (6 flat reduction), 177 physical, (6 flat reduction), 8 lightning, (6 flat reduction), 3 temporal, (6 flat reduction), 2 darkness, (6 flat reduction), 2 darkness, (6 flat reduction), 3 temporal, (6 flat reduction), 10 darkness (204 total damage).
Slingin' Jimmy's Noggin Knocker hits Forest Troll Hedge-Wizard for (6 flat reduction), 208 physical, (6 flat reduction), 8 lightning, (6 flat reduction), 3 temporal, (6 flat reduction), 2 darkness, (6 flat reduction), 2 darkness, (6 flat reduction), 3 temporal, (6 flat reduction), 10 darkness (235 total damage).
Slingin' Jimmy's Noggin Knocker hits Forest Troll Hedge-Wizard for (6 flat reduction), 111 physical, (6 flat reduction), 8 lightning, (6 flat reduction), 3 temporal, (6 flat reduction), 2 darkness, (6 flat reduction), 2 darkness, (6 flat reduction), 3 temporal (128 total damage).
Forest Troll Hedge-Wizard casts Rune: Reflection Shield.
A shield forms around Forest Troll Hedge-Wizard.
Slingin' Jimmy vanishes from sight.
Slingin' Jimmy deactivates Secrets of the Eternals.
Forest Troll Hedge-Wizard reflects damage back to Slingin' Jimmy!
Forest Troll Hedge-Wizard hits Slingin' Jimmy for 75 reflected, 27 reflected, 209 reflected (311 total damage).
Deadly Poison from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), (27 absorbed), 0 nature (0 total damage).
Bleeding from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), (209 absorbed), 0 physical (0 total damage).
Deep Wound from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), (75 absorbed), 0 physical (0 total damage).
Slingin' Jimmy shoots!
Slingin' Jimmy's Shoot performs a ranged critical strike against Forest Troll Hedge-Wizard!
Slingin' Jimmy is recovering from the damage!
Forest Troll Hedge-Wizard reflects damage back to Slingin' Jimmy!
Forest Troll Hedge-Wizard hits Slingin' Jimmy for 352 reflected, 8 reflected, 3 reflected, 2 reflected, 2 reflected, 3 reflected, 10 reflected (379 total damage).
Slingin' Jimmy's Shoot hits Forest Troll Hedge-Wizard for (6 flat reduction), (352 absorbed), 0 physical, (6 flat reduction), (8 absorbed), 0 lightning, (6 flat reduction), (3 absorbed), 0 temporal, (6 flat reduction), (2 absorbed), 0 darkness, (6 flat reduction), (2 absorbed), 0 darkness, (6 flat reduction), (3 absorbed), 0 temporal, (6 flat reduction), (10 absorbed), 0 darkness (0 total damage).
The shield around Forest Troll Hedge-Wizard crumbles.
Poison bursts out of Forest Troll Hedge-Wizard's corpse!
New Achievement: Take you with me (Insane (Roguelike) difficulty)!
You collect a new ingredient: length of troll intestine (1).
Forest Troll Hedge-Wizard reflects damage back to Slingin' Jimmy!
Forest Troll Hedge-Wizard hits Slingin' Jimmy for 60 reflected damage.
Deadly Poison from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), 27 nature (27 total damage).
Deep Wound from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), (60 absorbed), 15 physical (15 total damage).
Bleeding from Slingin' Jimmy hits Forest Troll Hedge-Wizard for (6 flat reduction), 209 physical (209 total damage).
Slingin' Jimmy the level 38 shalore skirmisher was battered to death by Forest Troll Hedge-Wizard on level 2 of Lost Dwarven Kingdom of Reknor.





















































































































