












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Tsedaka Safer Auto-explore and Rest 1.4.5Two small tweak on Dracos' Improved Auto-explore and Rest () to fit my gameplay better 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. True Full Respec Mastery Boost 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Shadowblade |
| Level / Exp | 28 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by Grand Corruptor at level 22 on the 74th Regrowth 123rd year of Ascendancy at 09:12 3 / 4Killed by Protector Myssil at level 22 on the 74th Regrowth 123rd year of Ascendancy at 10:42 Killed by worm that walks at level 28 on the 31st Pyre 123rd year of Ascendancy at 23:20 Killed by SkeleSB at level 28 on the 31st Pyre 123rd year of Ascendancy at 23:25 |
Primary Stats
| Strength | 39 (base 10) |
| Dexterity | 100 (base 52) |
| Constitution | 19 (base 10) |
| Magic | 20 (base 13) |
| Willpower | 15 (base 10) |
| Cunning | 76 (base 58) |
Resources
| Life | 634/634 |
| Mana | 287/287 |
| Stamina | 218/218 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 10.629847408692 |
Speed
| Mental | +7.9936057773011E-12% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | +7.9936057773011E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.174866052011 |
| See Invisible | 40.174866052011 |
Offense: Mainhand
| Damage | 94 |
| Accuracy | 63 |
| Crit Chance | 35% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 48 |
| Accuracy | 63 |
| Crit Chance | 36% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 21% |
| Speed | 0.99999999999992 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +59% |
| Light | +6% |
| Temporal | +15% |
| Cold | +9% |
| Fire | +3% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +60% |
| Light | +35% |
| Temporal | +25% |
| Mind | +5% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 12 (62.946778433524%) |
| Defense | 70 |
| Ranged Defense | 70 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 12 |
| Mental Save | 39 |
Defense: Resistances
| Cold | + 15%( 70%) |
| Acid | + 3%( 70%) |
| Darkness | + 27%( 70%) |
| Temporal | + 14%( 70%) |
| Mind | + 6%( 70%) |
| Lightning | + 8%( 70%) |
| Fire | + 12%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Bleed Resistance | 100% |
| Confusion Resistance | 10% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 4 turns. Its effects scale with your Magic stat. |
| 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 35 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. |
| 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Shadow magic | 1.70 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Combat techniques | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| beneficial effect | The target's critical strike damage bonus is increased by 19%. Shadowstrike |
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 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. | active |
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 successfully escorted the harried rogue to the recall portal on level 2 of Old Forest. Escort: harried rogue (level 2 of Old Forest)As a reward you improved talent Stealth (+2 level(s)). | done |
You successfully escorted the harried rogue to the recall portal on level 2 of Ruins of Kor'Pul. Escort: harried rogue (level 2 of Ruins of Kor'Pul)As a reward you improved talent Stealth (+2 level(s)). | done |
You successfully escorted the harried rogue to the recall portal on level 3 of Old Forest. Escort: harried rogue (level 3 of Old Forest)As a reward you improved talent Stealth (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+2 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Heightened Senses (+2 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 ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 184. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed skeleton mage skull. * You've found the needed green worm. Stire of Derth has completed an elixir of avoidance without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed orc heart. * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. 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 bloated horror heart. * '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 vial of squid ink. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Tundrabright the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Resistance +8% lightning +8% temporal +6% cold Crit Resistance 15.00% Life +20.00 Life Regen +4.00 Stun Resist +20% A pair of boots made of leather. |
| Light source | brass lantern 'Unlightwarden'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +4 Wil offense ------ Damage +6% mind +9% cold Ignore resists +15% darkness defense ------ Resistance +6% darkness +3% cold 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 | Unlightsting the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% darkness +3% fire Ignore resists +25% darkness defense ------ Armor +1 Fatigue +1% Resistance +6% cold other ------- Breathe water A cap made of leather. |
| On hands | Gida the Bleakcut (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 9 darkness Damage +11% darkness +15% temporal Ignore resists +25% temporal defense ------ Armor +2 Resistance +8% darkness +6% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | quick ash totem of healing [power 158] (7/11 cooldown)2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 158 Puts all charms on 11 turn cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Nightsong0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+5 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 3.4 Power cost 43 out of 50/50. Range 8 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 179% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | Earthvortex0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Damage +3% mind Ignore resists +5% mind +25% nature On-Hit (Melee): * 10% chance to reduce damage dealt by 18% * 10% chance to reduce all saves and defense by 22 defense ------ Resistance +3% mind Life Regen +3.00 Stun Resist +30% Rings make your fingers look great! |
| Around neck | Glintriver0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Str offense ------ Damage +6% light +15% darkness Ignore resists +10% darkness +10% light defense ------ Resistance +12% fire Amulets make your neck look great! |
| In main hand | Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 151.03 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Around waist | Ce'Nyna1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +4 Cun +6 Con defense ------ Defense +8 (+2 eff.) Resistance +3% acid +3% darkness Stealth +6 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 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 defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Brenarim (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +1 Wil +3 Cun +3 Con offense ------ Physical Crit +2.0% Mind Crit +1% Physical Power +2 (+1 eff.) Mindpower +5 (+3 eff.) defense ------ Defense +1 (+0 eff.) Fatigue -3% Resistance +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borudir the Glintstreak (9 def, 6 armour)9.0 Encumbrance T3 light armor [Rare] Nature While equipped: Stats +1 Cun +3 Mag offense ------ Damage +3% darkness Ignore resists +25% light defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Crit Resistance 5.00% Life Regen +2.60 other ------- Stamina/turn +0.90 A suit of armour made of leather. |
Inventory
Rune of the Rift (210.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 241.50 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. |
ethereal rune (power 11; resist 30%; move 48%; dur 5; cd 22)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 22 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 30% all resistance, you move 48% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet 'Festerresolve'0.1 Encumbrance T3 amulet jewelry [Rare] Arcane While equipped: Stats +5 Con +2 Mag offense ------ Physical Power +5 (+2 eff.) On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Defense +10 (+2 eff.) Resistance +9% nature Amulets make your neck look great! |
Ring of Growth0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
gold ring0.1 Encumbrance T3 ring jewelry [Normal] Rings make your fingers look great! |
gold ring 'Earthmight'0.1 Encumbrance T3 ring jewelry [Rare] Nature While equipped: Stats +1 Con offense ------ Critical power +5.00% Physical Power +5 (+2 eff.) Damage +14% acid +9% physical Ignore resists +15% nature +15% physical defense ------ Resistance +28% acid +6% nature Rings make your fingers look great! |
savior's steel ring of perseverance0.1 Encumbrance T2 ring jewelry [Ego] Master While equipped: defense ------ Physical save +8 (+4 eff.) Spell save +8 (+8 eff.) Mind save +8 (+3 eff.) Life Regen +2.00 Stun Resist +20% Rings make your fingers look great! |
wizard's steel ring of darkness (+24%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +12% darkness defense ------ Resistance +24% darkness Spell save +6 (+6 eff.) Rings make your fingers look great! |
Star (10-13 power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Weapon Damage 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Light damage. While equipped: other ------- Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
dwarven-steel dagger of enduring (20-26 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Nature Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +7 Con +7 Wil defense ------ Life +15.00 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of shearing (18-23 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 17.5 - 22.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +3 Con offense ------ Physical Power +7 (+3 eff.) Ignore resists +7% physical +8% all Accuracy +11 (+3 eff.) Ignore Armor +7 defense ------ Disarm Resist +15% Sharp, short and deadly. |
dwarven-steel greatmaul (44-65 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Normal] Weapon Damage 43.5 - 65.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
throat-seeking yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Disrupt Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +20 nature On Critical: * silences the target While equipped: offense ------ Ignore resists +12% nature Longbows are used to shoot arrows at your foes. |
nature's thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Weapon Damage 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) Damage +4% nature defense ------ Resistance +3% blight Physical save +4 (+2 eff.) Spell save +2 (+2 eff.) Mind save +3 (+1 eff.) Disease Resist +11% other ------- EQ when Hit +0.90 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash starstaff (15-18 power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% temporal other ------- Talents +1 Command Staff This staff offers 15% bonus to temporal damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, acid element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Normal] Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +9 (+3 eff.) Damage +20% acid other ------- Talents +1 Command Staff This staff offers 20% bonus to acid damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Normal] Weapon Damage 20.5 - 28.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% One-handed war axes. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+0 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 58% (based on Cunning). Uses 43 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
pair of hardened leather boots 'Beliyath' (5 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun +3 Con offense ------ Physical Power +15 (+5 eff.) Ignore resists +20% physical defense ------ Armor +3 Defense +5 (+1 eff.) Resistance +2% physical Physical save +19 (+9 eff.) Mind save +12 (+4 eff.) A pair of boots made of leather. |
heroic hardened leather gloves of the iron hand (0 def, 6 armour)1.0 Encumbrance T2 hands armor [Ego++] Master While equipped: Stats +3 Str +2 Wil +4 Con defense ------ Armor +6 Mind save +10 (+4 eff.) Life +55.00 Disarm Resist +21% other ------- Masteries +0.20 Technique/Grappling 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. |
dwarven-steel helm 'Eilinada' (0 def, 7 armour)3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Dex +6 Mag +4 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 31% defense ------ Armor +7 Fatigue +4% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap of constitution (+2) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +2 Con defense ------ Armor +3 Fatigue +3% A cap made of leather. |
Eilinimira (6 def, 4 armour)9.0 Encumbrance T2 light armor [Rare] Psionic While equipped: Stats +6 Str +6 Wil +4 Con offense ------ Damage +9% blight defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +6% mind Mind save +14 (+5 eff.) A suit of armour made of leather. |
prismatic dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 Encumbrance T3 massive armor Reqs - Massive armour training [Ego] Arcane/Psionic While equipped: defense ------ Armor +11 Fatigue +22% Resistance +11% darkness +7% mind +13% light Mind save +13 (+5 eff.) A suit of armour made of metal plates. |
quiver of yew arrows (17/17, 30-43 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Normal] Weapon Damage 30.5 - 42.7 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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 lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+6 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
13 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. |
15 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+4 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 22 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 94.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 94.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Borydoldir'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +5 Dex +1 Con offense ------ Critical power +5.00% When Hit 2 physical defense ------ Defense +20 (+5 eff.) other ------- Stamina/turn +1.00 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. |
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 (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Radhyregorach [power 240] (7/13 cooldown)2.0 Encumbrance T3 torque charm [Rare] Psionic While equipped: Stats +1 Cun offense ------ Critical power +15.00% Mindpower +20 (+9 eff.) Ignore resists +10% arcane On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 defense ------ Resistance +5% arcane +3% blight other ------- EQ when Hit +0.08 Max hate +6.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 13 turn cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Yvagata [power 116] (7/13 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +3 Con defense ------ Defense +5 (+1 eff.) Resistance +3% blight +2% physical Healmod +5% Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 turn cooldown Natural totems are made by powerful wilders to store nature power. |
12 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. |
evasive yew wand of conjuration [power 220] (7/13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Fire a magical bolt dealing 220 lightning damage Puts all charms on 13 turn cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
evasive yew wand of lightning storm [power 260] (7/13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (260 total damage) Puts all charms on 13 turn cooldown 100% to gain a 18% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
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. |
Achievements
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SkeleSB the Skeleton Shadowblade level 21
3rd Regrowth 123rd year of Ascendancy at 12:51 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By SkeleSB the Skeleton Shadowblade level 22
74th Regrowth 123rd year of Ascendancy at 11:56 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SkeleSB the Skeleton Shadowblade level 15
5th Haze 122nd year of Ascendancy at 03:25 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SkeleSB the Skeleton Shadowblade level 19
10th Decay 122nd year of Ascendancy at 05:53 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By SkeleSB the Skeleton Shadowblade level 25
10th Pyre 123rd year of Ascendancy at 17:23 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SkeleSB the Skeleton Shadowblade level 21
3rd Regrowth 123rd year of Ascendancy at 13:47 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SkeleSB the Skeleton Shadowblade level 10
10th Mirth 122nd year of Ascendancy at 15:04 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SkeleSB the Skeleton Shadowblade level 20
9th Allure 123rd year of Ascendancy at 01:27 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By SkeleSB the Skeleton Shadowblade level 21
7th Regrowth 123rd year of Ascendancy at 22:06 see stats
Shasshhiy'Kaish (Nightmare (Adventure) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By SkeleSB the Skeleton Shadowblade level 25
20th Pyre 123rd year of Ascendancy at 06:22 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By SkeleSB the Skeleton Shadowblade level 21
3rd Regrowth 123rd year of Ascendancy at 12:51 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SkeleSB the Skeleton Shadowblade level 9
7th Mirth 122nd year of Ascendancy at 19:05 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By SkeleSB the Skeleton Shadowblade level 21
3rd Regrowth 123rd year of Ascendancy at 12:51 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By SkeleSB the Skeleton Shadowblade level 18
3rd Decay 122nd year of Ascendancy at 20:23 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SkeleSB the Skeleton Shadowblade level 10
3rd Summertide 122nd year of Ascendancy at 04:25 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By SkeleSB the Skeleton Shadowblade level 18
2nd Decay 122nd year of Ascendancy at 23:08 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By SkeleSB the Skeleton Shadowblade level 22
63rd Regrowth 123rd year of Ascendancy at 10:58 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SkeleSB the Skeleton Shadowblade level 16
15th Haze 122nd year of Ascendancy at 19:25 see stats
Utterly Destroyed (Nightmare (Adventure) difficulty)
Died on the Eidolon Plane.By SkeleSB the Skeleton Shadowblade level 28
31st Pyre 123rd year of Ascendancy at 23:25 see stats
Log
SkeleSB is afflicted by a terrible worm rot!
Your shield crumbles under the damage!
The shield around SkeleSB crumbles.
Talent Stealth is ready to use.
Worm Rot from Worm that walks hits SkeleSB for (27 absorbed), 34 blight, 49 acid (82 total damage).
Worm that walks hits Worm that walks for 5 fire damage.
Worm that walks hits SkeleSB for 51 fire damage.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Worm that walks for 0 blight, 2 healing (0 total damage) [2 healing].
SkeleSB activates her quick ash totem of healing!
SkeleSB receives 171 healing.
Worm that walks stops regenerating health quickly.
Worm that walks casts Drain.
SkeleSB's fully exits the shadows.
Worm that walks hits SkeleSB for 269 blight damage.
Worm Rot from Worm that walks hits SkeleSB for 60 blight damage.
SkeleSB the level 28 skeleton shadowblade was tainted to death by a worm that walks on level 1 of Dreadfell.
A carrion worm mass bursts out of SkeleSB!
SkeleSB is free from the worm rot.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Worm Rot from Worm that walks killed SkeleSB!
Saving game...
Saving done.
Talent Bone Armour is ready to use.
SkeleSB activates Stealth.
Personal New Achievement: Utterly Destroyed (Nightmare (Adventure) difficulty)!



































































































