Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
| Addons | Ashes of Urh'Rok 1.4.0Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Bastion 1.4.6A complete rework for Bulwark. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 72 / 17% |
| Size | small |
| Lifes / Deaths | Killed by Silana the forest troll at level 15 on the 9th Mirth 122nd year of Ascendancy at 02:55 0 / 8Killed by Silana the forest troll at level 15 on the 9th Mirth 122nd year of Ascendancy at 07:58 Killed by Voredarin the large white snake at level 16 on the 9th Flare 122nd year of Ascendancy at 18:56 Killed by Xerulrama the dredge captain at level 66 on the 29th Dusk 122nd year of Ascendancy at 22:09 Killed by Xerulrama the dredge captain's temporal clone at level 66 on the 29th Dusk 122nd year of Ascendancy at 23:10 Killed by Islimira the Guardian at level 71 on the 45th Dusk 122nd year of Ascendancy at 03:30 Killed by Islimira the Guardian at level 72 on the 45th Dusk 122nd year of Ascendancy at 09:39 Killed by Islimira the Guardian at level 72 on the 45th Dusk 122nd year of Ascendancy at 10:44 |
Primary Stats
| Strength | 29 (base 26) |
| Dexterity | 28.893924388907 (base 74) |
| Constitution | 30 (base 22) |
| Magic | 61 (base 55) |
| Willpower | 26 (base 20) |
| Cunning | 91 (base 74) |
Resources
| Life | -234/1934 |
| Mana | 566/606 |
| Stamina | 300/343 |
| Healing Factor | 1.52 |
| Regeneration | 17.886671404257 |
Speed
| Mental | +15% |
| Attack | +15% |
| Movement | +10% |
| Spell | +15% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 8 |
| See Stealth | 10 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 150 |
| Accuracy | 31 |
| Crit Chance | 47% |
| APR | 59 |
| Speed | 0.87 |
Offense: Offhand
| Damage | 125 |
| Accuracy | 31 |
| Crit Chance | 52% |
| APR | 60 |
| Speed | 0.87 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 29% |
| Speed | 0.8695652173913 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 29% |
| Speed | 0.8695652173913 |
Offense: Damage Bonus
| All | 0% |
Offense: Damage Penetration
| All | +30% |
Defense: Base
| Armour (hardiness) | -39.183792468696 (30%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 15 |
| Physical Save | -15 |
| Spell Save | -25 |
| Mental Save | -2 |
Defense: Resistances
| All | -13%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 21% |
| Silence Resistance | 57% |
| Confusion Resistance | 32% |
| Stun Resistance | 35% |
| Pinning Resistance | 5% |
| Poison Resistance | 18% |
| Knockback Resistance | 10% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 421 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 5/5 |
| 6/5 |
| 3/5 |
| 5/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.20 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Dual weapons | 1.20 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 2/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Technique / Combat training | 1.20 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 7/5 |
| Cunning / Survival | 1.10 |
| 4/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 6/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Precise Strikes |
| talent | Shadow Combat |
| beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 58 and doing 137.18 blight damage per turn. Decrepitude Disease |
| detrimental effect | The target is cursed, reducing defence and all saves by 81. Curse of Defenselessness |
| detrimental effect | The target has been splashed with acid, taking 49.50 acid damage per turn, reducing armour by 68 and attack by 59. Acid Splash |
| detrimental effect | Huge cut that bleeds, doing 75.40 physical damage per turn. Bleeding |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The time distortion has created a restoration field, healing the target for 40 each turn. Temporal Restoration Field |
| beneficial effect | The target has 50% chance to evade melee attacks and gains 6 defense. Evasion |
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 |
You failed to protect the lost warrior from death by Siletha the red crystal. Escort: lost warrior (level 4 of Old Forest) | failed |
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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Demonrazor (0 def, 12 armour) Demonrazor (0 def, 12 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Armour: +12 Fatigue: +3% Effects on melee hit: * 30% chance to inflict damage reduction Damage when hit (Melee): 4 acid Changes stats: +6 Mag / +4 Cun / +4 Con Changes resistances: +9% darkness Changes resistances penetration: +15% acid Changes damage: +17% acid / +15% darkness / +8% blight Physical save: +19 (+19 eff.) Mental save: +19 (+19 eff.) Disease immunity: +34% Silence immunity: +35% Confusion immunity: +32% Stun/Freeze immunity: +35% Life regen: +3.20 Spellpower: +7 (+2 eff.) Infravision radius: +3 Healing mod.: +15% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (78 power, based on Willpower), costing 6 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm of sanctity (0 def, 3 armour) iron helm of sanctity (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +7% blight / +7% darkness Spell save: +6 (+6 eff.) Mental save: +6 (+6 eff.) Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 18 cooldown : Effective talent level: 4.0 Power cost: 18 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prismweeper the voratun pickaxe (dig speed 3 turns) Prismweeper the voratun pickaxe (dig speed 3 turns)Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +18 (+4 eff.) Armour: +3 Defense: +8 (+0 eff.) Damage when hit (Melee): 12 light / 4 acid Changes stats: +6 Str / +3 Dex / +3 Con Changes resistances: +3% acid / +8% physical / +9% light / +9% lightning Changes resistances penetration: +15% acid Critical mult.: +17.00% Maximum life: +29.00 Maximum stamina: +30.00 Light radius: +3 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | copper ring of arcana(+0.13/turn) copper ring of arcana(+0.13/turn)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Silence immunity: +22% Mana each turn: +0.13 Rings can have magical properties. |
| On fingers | treant's steel ring of pilfering treant's steel ring of pilferingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +11 (+5 eff.) Armour penetration: +11 Defense: +11 (+0 eff.) Changes resistances: +8% nature / +9% blight Poison immunity: +18% Disease immunity: +18% It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
| Around waist | Hanakor HanakorInfused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Defense: +7 (+0 eff.) Changes stats: +4 Dex / +4 Cun / +6 Lck Changes resistances: +3% nature / +2% physical / +3% darkness / +9% light Trap disarming bonus: +8 Stealth bonus: +6 Physical save: +12 (+12 eff.) Pinning immunity: +5% Knockback immunity: +10% Life regen: +0.80 Only die when reaching: -20.00 life Infravision radius: +4 Healing mod.: +13% A belt that goes around your waist. |
| In main hand | elemental voratun dagger (36.5-47.45 power, 9 apr) elemental voratun dagger (36.5-47.45 power, 9 apr)Requires: - Dexterity 48 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Base power: 36.5 - 47.5 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +9% acid / +10% fire / +10% cold / +12% lightning Sharp, short and deadly. |
| On hands | steady iron gauntlets of dexterity (+3) (0 def, 1 armour) steady iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Talent Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +16 (+7 eff.) Armour: +1 Changes stats: +3 Dex Physical save: +6 (+6 eff.) Mental save: +5 (+5 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
| In off hand | Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Cun, 50% Mag Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
| Main armor | Unlightbraid the cured leather armour (2 def, 4 armour) Unlightbraid the cured leather armour (2 def, 4 armour)Requires: - Strength 14 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+0 eff.) Fatigue: +7% Damage when hit (Melee): 4 arcane / 4 darkness Changes resistances: +5% arcane / +3% darkness Life regen: +4.10 Combat speed: +15% Casting speed: +15% Mental speed: +15% Healing mod.: +14% A suit of armour made of leather. |
| Around neck | Withering Orbs Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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... |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and poison effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 248 over 5 turns) regeneration infusion (heal 248 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 248 life over 5 turns. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 322 over 5 turns) regeneration infusion of the titan (heal 322 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the wizard (heal 290 over 5 turns) regeneration infusion of the wizard (heal 290 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the duelist (resist 31%; cure magical) wild infusion of the duelist (resist 31%; cure magical)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 31% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the titan (720% regen over 10 turns; 36 instant mana) manasurge rune of the titan (720% regen over 10 turns; 36 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 720% for 10 turns and instantly restoring 36 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (1166% regen over 10 turns; 58 instant mana) manasurge rune of the warrior (1166% regen over 10 turns; 58 instant mana)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1166% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the sneak (range 11; power 35; dur 3) phase door rune of the sneak (range 11; power 35; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 11. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 35%, your defense is increased by 35 and all your resistances by 35%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 7; power 21; dur 3) phase door rune of the warrior (range 7; power 21; dur 3)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 620 for 7 turns) shielding rune of the sneak (absorb 620 for 7 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 23 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 620 damage for 7 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 346 for 5 turns) shielding rune of the wizard (absorb 346 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use 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 346 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the duelist (radius 13; dur 21; see undead) vision rune of the duelist (radius 13; dur 21; see undead)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (87% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 22) for 21 turns. Your mind will become more receptive for 21 turns, allowing you to sense any undead around. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Earthen Beads Earthen BeadsInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Wil Damage affinity(heal): +15% nature Life regen: +0.20 Mindpower: +5 (+2 eff.) Enhances the effectiveness of Meditation by 20% It can be used to activate talent Nature's Touch (costing 24 power out of 40/40) : Effective talent level: 2.0 Power cost: 24 out of 40/40. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
restful copper amulet of manastreaming restful copper amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +2 Mag Life regen: +1.40 Mana each turn: +0.16 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +27.00 Amulets can have magical properties. |
solipsist's copper ring solipsist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+2 eff.) Rings can have magical properties. |
titan's copper ring of tenacity titan's copper ring of tenacityInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+6 eff.) Disarm immunity: +21% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +10 blight / +10 fire burn Burst (radius 2) on crit: +20 infective blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
balanced dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr) balanced dwarven-steel dagger of massacre (24.5-31.85 power, 7 apr)Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 24.5 - 31.9 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +6 (+3 eff.) Defense: +6 (+0 eff.) Disarm immunity: +22% Sharp, short and deadly. |
chilling dwarven-steel dagger (19-24.7 power, 7 apr) chilling dwarven-steel dagger (19-24.7 power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 19.0 - 24.7 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% Damage (Melee): +7 cold Sharp, short and deadly. |
stralite dagger of amnesia (29-37.7 power, 9 apr) stralite dagger of amnesia (29-37.7 power, 9 apr)Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 29.0 - 37.7 Uses stats: 45% Cun, 50% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 100% On weapon hit: * 25% chance to put talents on cooldown When wielded/worn: Sharp, short and deadly. |
blurring rough leather belt of the giants blurring rough leather belt of the giantsCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Defense: +8 (+0 eff.) Stealth bonus: +6 Spell save: +6 (+6 eff.) Size category: +1 A belt that goes around your waist. |
rough leather belt 'Demonpassion' rough leather belt 'Demonpassion'Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 15% chance to inflict damage reduction Changes resistances: +7% fire / +12% darkness / +6% cold Changes resistances penetration: +10% lightning Changes damage: +3% darkness Physical save: +6 (+6 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Armazor the pair of rough leather boots (3 def, 1 armour) Armazor the pair of rough leather boots (3 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +3 (+0 eff.) Ranged Defense: +3 (+2 eff.) Fatigue: -4% Changes stats: +1 Cun / +2 Mag Changes damage: +9% mind Maximum encumbrance: +23 Physical save: +7 (+7 eff.) Spell save: +2 (+2 eff.) Equilibrium when hit: +0.12 Maximum psi: +20.00 Lowers spell cool-downs by: 10% Mindpower: +4 (+2 eff.) Mental crit. chance: +4% A pair of boots made of leather. |
pair of iron boots 'Arana' (0 def, 3 armour) pair of iron boots 'Arana' (0 def, 3 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Effects on melee hit: * 40% chance to gain 10% of a turn Changes damage: +9% temporal Silence immunity: +25% Confusion immunity: +23% Stun/Freeze immunity: +23% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ivibeth' (10 def, 5 armour) pair of iron boots 'Ivibeth' (10 def, 5 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Defense: +10 (+0 eff.) Ranged Defense: +10 (+5 eff.) Fatigue: +2% Effects on melee hit: * 10% chance to gain 10% of a turn Changes resistances: +11% cold / +13% fire Changes damage: +3% temporal Mental save: +3 (+3 eff.) Poison immunity: +10% Disarm immunity: +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Lavatrencher' (0 def, 3 armour) pair of iron boots 'Lavatrencher' (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +5 Physical crit. chance: +3.0% Physical power: +4 (+1 eff.) Armour: +3 Fatigue: +2% Changes resistances penetration: +10% mind / +10% fire Changes damage: +15% fire Life regen: +1.80 Healing mod.: +12% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Bilequeller' (0 def, 23 armour) pair of voratun boots 'Bilequeller' (0 def, 23 armour)Requires: - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +23 Fatigue: +4% Effects on melee hit: * Slows global speed by 15% Damage when hit (Melee): 12 nature Changes resistances penetration: +25% nature Changes damage: +9% arcane Physical save: +25 (+25 eff.) Spell save: +26 (+26 eff.) Mental save: +29 (+25 eff.) Infravision radius: +5 Movement speed: +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
miner's iron helm (0 def, 4 armour) miner's iron helm (0 def, 4 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Fatigue: +5% Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 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. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+0 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+0 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+4 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) 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: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of delving (dig speed 38 turns) iron pickaxe of delving (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +3 Str / +2 Con Light radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+2 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Physical save: +0 (+0 eff.) Spell save: +0 (+0 eff.) Mental save: +0 (+0 eff.) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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, costing 118 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification 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), costing 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. |
iron torque of kinetic psionic shield [power 23] (12 cooldown) iron torque of kinetic psionic shield [power 23] (12 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns, putting all charms on cooldown for 12 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of thermal psionic shield 'Arthemabar' [power 39] (18 cooldown) iron torque of thermal psionic shield 'Arthemabar' [power 39] (18 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 1 When wielded/worn: Spell save: +20 (+20 eff.) Mental save: +3 (+3 eff.) Blindness immunity: +15% Cut immunity: +25% Pinning immunity: +10% It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 39 for 7 turns, putting all charms on cooldown for 18 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
2 amethyst 2 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. |
Delyrefang the Blastscar [power 10] (4 cooldown) Delyrefang the Blastscar [power 10] (4 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Effects on melee hit: * 40% chance to daze Damage when hit (Melee): 16 acid Changes resistances: +3% acid / +15% lightning Maximum wards: +5 lightning / +6 temporal / +5 blight / +4 fire / +5 cold Changes damage: +9% lightning Talent cooldown: Void Blast (+6 turn) Talents granted: +3 Strike +3 Void Blast +2 Ward Maximum vim: +9.00 It can be used to reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 4 turns. When used: 100% chance to regenerate 3 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
6 ametrine 6 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. |
7 citrine 7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 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. |
Achievements
Curse Lifter (Uniques)
Killed Ben Cruthdar the Cursed.By Poke the Halfling Shadowblade level 66
38th Dusk 122nd year of Ascendancy at 07:29 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Poke the Halfling Shadowblade level 23
9th Dusk 122nd year of Ascendancy at 08:10 see stats
Level 10 (Uniques)
Got a character to level 10.By Poke the Halfling Shadowblade level 10
2nd Mirth 122nd year of Ascendancy at 08:42 see stats
Level 20 (Uniques)
Got a character to level 20.By Poke the Halfling Shadowblade level 20
8th Dusk 122nd year of Ascendancy at 11:33 see stats
Level 30 (Uniques)
Got a character to level 30.By Poke the Halfling Shadowblade level 30
21st Dusk 122nd year of Ascendancy at 14:32 see stats
Level 40 (Uniques)
Got a character to level 40.By Poke the Halfling Shadowblade level 40
23rd Dusk 122nd year of Ascendancy at 02:37 see stats
Level 50 (Uniques)
Got a character to level 50.By Poke the Halfling Shadowblade level 50
25th Dusk 122nd year of Ascendancy at 11:22 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By Poke the Halfling Shadowblade level 50
25th Dusk 122nd year of Ascendancy at 14:06 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By Poke the Halfling Shadowblade level 44
24th Dusk 122nd year of Ascendancy at 04:51 see stats
The Arena (Uniques)
Unlocked Arena mode.By Poke the Halfling Shadowblade level 14
5th Mirth 122nd year of Ascendancy at 16:46 see stats
The secret city (Uniques)
Discovered the truth about mages.By Poke the Halfling Shadowblade level 17
7th Dusk 122nd year of Ascendancy at 07:35 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By Poke the Halfling Shadowblade level 61
29th Dusk 122nd year of Ascendancy at 07:02 see stats
Log
Poke hits Eternal bone giant for (616 absorbed), 0 physical, (2 absorbed), 0 mind, , (14 absorbed), 0 darkness, (31 absorbed), 0 fire (0 total damage).
Poke hits Islimira the Guardian for 266 physical, 26 cold, 2 mind, , 12 darkness, 31 fire (336 total damage).
Islimira the Guardian hits Poke for (6 to time), 0 light (0 total damage).
Your time shield crumbles under the damage!
The fabric of time around Poke stabilizes to normal.
The powerful time-altering energies generate a restoration field on Poke.
Poke receives 61 healing from Temporal Restoration Field.
Eternal bone giant hits Poke for (131 to time), 0 physical, (12 to time), 0 blight (0 total damage).
Poke hits Eternal bone giant for (8 absorbed), 0 acid, (9 absorbed), 0 light, (3 absorbed), 0 arcane, (3 absorbed), 0 darkness (0 total damage).
Acid Splash from Islimira the Guardian hits Poke for (54 to time), 0 acid (0 total damage).
Decrepitude Disease from Islimira the Guardian hits Poke for (134 to time), 0 blight (0 total damage).
Bleeding from Islimira the Guardian hits Poke for (44 to time), 52 physical (52 total damage).
Islimira the Guardian uses Dirty Fighting.
Poke evades Islimira the Guardian.
A part of Islimira the Guardian's bone shield regenerates.
Poke uses Dirty Fighting.
Poke misses Islimira the Guardian.
Poke misses Islimira the Guardian.
Poke evades Eternal bone giant.
Poke receives 61 healing from Temporal Restoration Field.
Acid Splash from Islimira the Guardian hits Poke for 54 acid damage.
Decrepitude Disease from Islimira the Guardian hits Poke for 134 blight damage.
Bleeding from Islimira the Guardian hits Poke for 96 physical damage.
Islimira the Guardian uses Switch Place.
Islimira the Guardian performs a melee critical strike against Poke!
Islimira the Guardian drains life from Poke!
Islimira the Guardian casts Pulverizing Auger.
Islimira the Guardian performs a melee critical strike against Poke!
Saving game...
