










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Combat Turn Separators 1.7.6Combat Turn Separators (non-intrusive)This addon provides a compact, non-intrusive display of combat turn information in the game log. It helps you follow fights by showing turn counts and recent turn activity. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons.
Notes
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-combat-turn-separators. Version history
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Additional Combat Details 1.7.6Additional Combat Details (non-intrusive)
This addon provides a compact, non-intrusive display of detailed combat information. The display is intentionally lightweight and lives in the log area so it complements existing UI and other addons while giving a clearer, turn-by-turn narrative of what happened during combat. Features- Shows to-hit-chance for players and enemies: (50 + 2,5 * ( attacker_accuracy - defender_defense))
Contributions, bug reports, and improvements are welcome at https://github.com/cmtjk/tome-additional-combat-details. Version History
1.0.0 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:
Escort Selector Plus 1.7.6护送增强: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Dwarf |
| Class | Necromancer |
| Level / Exp | 26 / 13% |
| Size | big |
| Lifes / Deaths | Killed by skeleton warrior at level 21 on the 8th Shortage 122nd year of Ascendancy at 20:08 / 2Killed by Celia at level 26 on the 2nd Steel 123rd year of Ascendancy at 21:38 |
Primary Stats
| Strength | 31 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 69 (base 45) |
| Magic | 93 (base 55) |
| Willpower | 20 (base 13) |
| Cunning | 16 (base 11) |
Resources
| Life | -1066/444 |
| Mana | 42/421 |
| Soul | 0/14 |
| Healing Factor | 1.3727219866911 |
| Regeneration | 0.34318049667277 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 6 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 40 |
| Accuracy | 23 |
| Crit Chance | 10% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +41% |
| Physical | +7% |
| Light | +3% |
| All | 0% |
Offense: Damage Penetration
| Light | +15% |
| Lightning | +25% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 2 |
| Physical Save | 31 |
| Spell Save | 44 |
| Mental Save | 22 |
Defense: Resistances
| Fire | + 34%( 70%) |
| Lightning | + 46%( 70%) |
| Nature | + 34%( 70%) |
| Temporal | + 34%( 70%) |
| Darkness | + 46%( 70%) |
| Physical | + 42%( 70%) |
| Cold | + 70%( 70%) |
| All | + 27%( 70%) |
Defense: Immunities
| Silence Resistance | 32% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 586 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1532% for 10 turns (135 total) and instantly restoring 77 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
| 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 565 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Generic Talents
| Race / Dwarf | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
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. 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. | 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 injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Polima the fire drake hatchling. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
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's current energy level is: 11. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. 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 honey tree root. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed vial of squid ink. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed vial of elder vampire blood. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed snow giant kidney. | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | Arcbender (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to reduce damage dealt by 12% Changes stats: +5 Str / +6 Con Changes resistances: +9% darkness / +18% lightning Changes resistances penetration: +25% lightning / +15% light Changes damage: +3% light / +7% physical Size category: +1 A pair of boots made of leather. |
| Light source | brass lantern 'Tidenigh'Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +3 Str / +4 Mag / +1 Cun Changes damage: +6% cold Mental save: +5 (+2 eff.) Light radius: +4 See stealth: +6 See invisible: +10 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 | Tohad the Glimmerfist (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +2 Cun Changes resistances: +5% fire / +21% cold Blindness immunity: +10% Silence immunity: +10% Light radius: +1 A pointy cloth hat, very wizardly... |
| Tool | iron torque of clear mind [power 1] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.95 cold and 10.59 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 60 power out of 60/60. This azure ring seems to be always moist to the touch. |
| On fingers | savior's copper ring of arcana (+0.10/turn)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Silence immunity: +22% Mana each turn: +0.10 Rings make your fingers look great! |
| Around waist | StrikesunCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1 Dex / +1 Mag Changes resistances: +6% lightning / +5% fire / +1% physical / +6% cold Critical mult.: +10.00% Only die when reaching: -40.00 life Spellpower: +10 (+3 eff.) A belt that goes around your waist. |
| In main hand | magewarrior's short yew magestaff of protection (20-24 power, 4 apr, cold element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes resistances: +10% cold Changes damage: +20% cold Talent granted: +1 Command Staff Spellpower: +16 (+4 eff.) Spell crit. chance: +6% Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nerobeth (10 def, 1 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+5 eff.) Armour: +1 Defense: +10 (+8 eff.) Changes stats: +2 Dex Changes resistances: +6% darkness / +3% lightning 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. |
| Main armor | spellwoven silk robe of Linaniil (0 def, 0 armour)Requires: - Level 25 Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all Spell save: +26 (+8 eff.) Mana each turn: +0.28 Maximum mana: +76.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. This item has been sent to the Item's Vault. |
| Cloak | murderer's linen cloak of the voidstalker (1 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Armour penetration: +4 Defense: +1 (+1 eff.) Changes stats: +2 Cun / +2 Dex Changes resistances: +11% darkness / +10% temporal Defense after a teleport: +12 Resist all after a teleport: +11% New effects duration reduction after a teleport: +11% It can be used to blink randomly (up to range 8) within 2 spaces of a target hostile creature Activation puts all charms on cooldown for 10 turns. A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +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. |
Inventory
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
TorudigInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% mind / +3% acid Disease immunity: +20% Confusion immunity: +22% Life regen: +2.00 Maximum life: +20.00 Amulets make your neck look great! |
grounding gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% lightning Stun/Freeze immunity: +25% Amulets make your neck look great! |
Cloudshine the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 39% Changes stats: +3 Con Changes resistances: +3% mind / +6% lightning Changes resistances penetration: +25% mind Changes damage: +3% lightning Physical save: +6 (+3 eff.) Rings make your fingers look great! |
VenomvenomPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+3 eff.) Effects on melee hit: * 10% chance to slow global speed by 39% Damage when hit (Melee): 10 acid Changes resistances penetration: +5% nature Changes damage: +6% lightning Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of nature (+20%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Mag Changes resistances: +20% nature Changes damage: +10% nature Spell save: +4 (+1 eff.) Rings make your fingers look great! |
savage's steel ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +1 Con Changes resistances: +22% darkness Changes damage: +11% darkness Spell save: +12 (+4 eff.) Maximum stamina: +11.00 Rings make your fingers look great! |
steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +28% Life regen: +2.00 Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 Base power: 24.0 - 28.8 Uses stat: 125% Mag Damage type: Fire Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% blight / +20% fire Spellpower: +27 (+7 eff.) Spell crit. chance: +7% Plaguefire detonates when its victim dies, spreading to other enemies up to two times. It can be used to fire a bolt of plaguefire, dealing damage over time based on your magic stat Activation costs 15 power out of 15/15. The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
This item will automatically be transmogrified when you leave the level.potent yew magestaff of might (26-31 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 26.0 - 31.2 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +26% fire Talent granted: +1 Command Staff Spellpower: +12 (+3 eff.) Spell crit. chance: +10% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff of illumination (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +5 (+5 eff.) Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+3 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 95.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.arcing dwarven-steel greatsword of massacre (44-71 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 44.5 - 71.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 109 damage Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword of evisceration (34-54 power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Wound the target dealing 109 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +12.0% Physical power: +10 (+5 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.runic yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When this weapon hits: Arcane Vortex (10% chance level 3). When wielded/worn: Changes stats: +5 Mag Changes damage: +11% arcane Spellpower: +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.ranger's hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +9 When wielded/worn: Changes stats: +3 Dex Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.acidic quiver of yew arrows of paradox (21/21, 30-42 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 30.0 - 42.0 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 21 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) On weapon crit: * Splash the target with acid dealing 181 damage over 5 turns and reducing armor and accuracy by 23 Damage (Ranged): +12 temporal Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.psychokinetic pouch of dwarven-steel shots of annihilation (10/19, 39-47 power, 7 apr) Requires: - Dexterity 24 Crafted by a master Infused by psionic forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 39.0 - 46.8 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +7 Crit. chance: +8.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 67 physical damage Travel speed: +200% Damage (Ranged): +10 physical Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.steel shield of patience (0 def, 4 armour, 41.5 block) Requires: - Shield usage training - Strength 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Fatigue: +8% Changes resistances: +11% temporal Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 30 cooldown : Effective talent level: 5.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (440) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.Vestments of the Conclave (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
This item will automatically be transmogrified when you leave the level.shimmering woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +9% all Changes damage: +16% arcane Maximum mana: +28.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.Spider-Silk Robe of Spydrë (10 def, 15 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+8 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+5 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of Eyal (9 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+7 eff.) Fatigue: +8% Life regen: +5.00 Maximum life: +20.00 Healing mod.: +10% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.hardened leather armour of acid resistance (9 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+7 eff.) Fatigue: +8% Changes resistances: +15% acid A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.nimble hardened leather armour of Toknor (17 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Armour: +6 Defense: +17 (+11 eff.) Fatigue: +8% Changes stats: +4 Dex Critical mult.: +14.00% Movement speed: +20% A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.enlightening dwarven-steel mail armour of the deep (3 def, 11 armour) Requires: - Heavy armour training - Strength 28 Infused by nature Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +11 Defense: +3 (+3 eff.) Fatigue: +12% Changes stats: +4 Cun / +5 Wil Changes resistances: +7% acid / +8% cold Allows you to breathe in: water Mental save: +13 (+6 eff.) A suit of armour made of mail. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
9 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
15 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
5 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+4 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes 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. |
3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+6 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
115 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Yvebrethra the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Armour: +2 Effects on melee hit: * 10 arcane resource burn Damage when hit (Melee): 2 acid Changes resistances: +9% lightning Physical save: +5 (+2 eff.) Knockback immunity: +10% Life regen: +4.00 Light radius: +3 Healing mod.: +12% 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. |
brass lantern of the zealotInfused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +5 (+1 eff.) Light radius: +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. |
bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +7 (+2 eff.) Light radius: +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. |
Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 25 power out of 25/25) : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 5 Travel Speed: 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 133.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 133.18 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. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
extending steel torque of gale force [power 180] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 193 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
powerful elm totem of thorny skin [power 15] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By testing the Dwarf Necromancer level 9
8th Profit 122nd year of Ascendancy at 21:05 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By testing the Dwarf Necromancer level 20
5th Shortage 122nd year of Ascendancy at 14:08 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By testing the Dwarf Necromancer level 25
24th Iron 123rd year of Ascendancy at 06:08 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By testing the Dwarf Necromancer level 10
9th Wealth 122nd year of Ascendancy at 03:36 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By testing the Dwarf Necromancer level 20
11st Loss 122nd year of Ascendancy at 07:48 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By testing the Dwarf Necromancer level 19
10th Loss 122nd year of Ascendancy at 21:35 see stats
Squadmate (Nightmare (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By testing the Dwarf Necromancer level 5
18th Voratun 122nd year of Ascendancy at 11:04 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By testing the Dwarf Necromancer level 2
17th Voratun 122nd year of Ascendancy at 15:07 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By testing the Dwarf Necromancer level 8
2nd Acquisition 122nd year of Ascendancy at 19:36 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By testing the Dwarf Necromancer level 8
31st Voratun 122nd year of Ascendancy at 19:48 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By testing the Dwarf Necromancer level 18
5th Loss 122nd year of Ascendancy at 20:15 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By testing the Dwarf Necromancer level 21
8th Shortage 122nd year of Ascendancy at 20:08 see stats
Log
Celia MISS, 13% = (50 + 2,5 * (51 - 66)), min=0%, max=95%
Celia is doomed!
The shield around skeleton mage crumbles.
Testing's Chill of the Tomb hits Ghast for 216 cold damage.
Testing's Chill of the Tomb hits Celia for 205 cold damage.
Testing's Chill of the Tomb hits Skeleton mage for (147 absorbed), 46 cold (46 total damage).
Testing's Chill of the Tomb hits Armoured skeleton warrior for 193 cold damage.
Impending Doom from Testing hits Celia for 45 cold, 30 darkness (75 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Skeleton mage casts Flame.
Skeleton mage's spell attains critical power!
Testing is on fire!
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior HIT, 100% = (50 + 2,5 * (55 - 14)), min=0%, max=100%
Armoured skeleton warrior HIT, 100% = (50 + 2,5 * (55 - 14)), min=0%, max=100%
testing MISS, 0% = (50 + 2,5 * (29 - 63)), min=0%, max=95%
Testing is stunned!
Ghast's purging blight area effect hits Celia for 0 blight damage.
Skeleton mage receives 38 healing from Ghast's purging blight area effect.
Ghast receives 51 healing from Ghast's purging blight area effect.
Melee retaliation hits Armoured skeleton warrior for 1 acid, 1 acid (3 total damage).
Skeleton mage hits testing for 168 fire damage.
Armoured skeleton warrior hits testing for 43 cold, 6 cold, 54 cold, 6 cold (110 total damage).
Celia casts Rigor Mortis.
testing MISS, 0% = (50 + 2,5 * (44 - 67)), min=0%, max=95%
Testing feels death coming!
Celia hits testing for 416 cold, 416 cold (832 total damage).
testing the level 26 dwarf necromancer was frozen to death by Celia on level 2 of Last Hope Graveyard.
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