Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.2.4Official 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:
Items Vault 1.3.0Donators/Buyers bonus! Marson's UI Modifications 1.3.0v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs
* HUD elements
* tooltips & character sheet
* chat & combat log
* flying text
* lore• Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.4 1.3.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Steamtech UI 1.1.4 ZOmnibus Addon Pack 1.3.0Combines 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: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Archmage |
| Level / Exp | 13 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Lisowen the king cobra at level 13 on the 56th Dusk 122nd year of Ascendancy at 00:51 / 1 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 9 (base 10) |
| Constitution | 24 (base 19) |
| Magic | 50 (base 35) |
| Willpower | 26 (base 23) |
| Cunning | 22 (base 11) |
Resources
| Life | -7/297 |
| Mana | 180/240 |
| Healing Factor | 0.94 |
| Regeneration | 0.235 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 3 |
| Crit Chance | 7% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23.5 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| All | 0% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 10.65 |
| Ranged Defense | 10.65 |
| Fatigue | 2 |
| Physical Save | 36.019627724975 |
| Spell Save | 33.469627724975 |
| Mental Save | 16.8 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 and cleanse 1 wound and poison effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 600% over 10 turns and instantly restoring 30 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Arcane | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Arcane Shield |
| talent | Chant of Fortitude |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | The target is poisoned, taking 2.29 nature damage per turn and decreasing all heals received by 16%. Insidious Poison |
| beneficial effect | The target is recovering 13 life each turn. Recovery |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| detrimental effect | The target is confused, acting randomly (chance 50%) and unable to perform complex actions. Confused |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
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. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance, which can be used to permanently increase your defense and ranged defense by six. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bear paw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | 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 within1 lumberjacks have died. | done |
Equipment
| On feet | [vs. Eden's Guile (2 def, 1 armour) (On feet)] Eden's Guile (2 def, 1 armour)Eden's Guile (2 def, 1 armour) Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 (-) Defense: +2 (+2 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun Talent masteries: +0.20(-) Cunning / Survival It can be used to boost speed by 31% (based on Cunning), costing 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] 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. |
| On head | [vs. Cloud Caller (0 def, 0 armour) (On head)] Cloud Caller (0 def, 0 armour)Cloud Caller (0 def, 0 armour) Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10%(-) light / +10%(-) lightning Changes damage: +10%(-) light / +10%(-) lightning It can be used to activate talent Call Lightning (costing 20 power out of 30/30) : Effective talent level: 1.0 Power cost: 20 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 29.13 to 87.38 damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
| Tool | [vs. Alothad [power 145] (10 cooldown) (Tool)] Alothad [power 145] (10 cooldown)Alothad [power 145] (10 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +2%(-) physical Heals friendly targets nearby when you use a nature summon: +10 (-) It can be used to fire a bolt of a random element (dam 72-145), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 2 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | [vs. titan's copper ring of corrosion (+20%) (On fingers, 1 of 2)] titan's copper ring of corrosion (+20%)titan's copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3(-) Con Changes resistances: +20%(-) acid Changes damage: +10%(-) acid Physical save: +6 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. titan's copper ring of corrosion (+20%) (On fingers, 1 of 2)] rogue's steel ring of corrosion (+22%)rogue's steel ring of corrosion (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+6 eff.) Changes stats: +3 Cun / +0(-3) Con Changes resistances: +22%(+2%) acid Changes damage: +11%(+1%) acid Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around neck | [vs. insulating gold amulet of manastreaming (Around neck)] insulating gold amulet of manastreaminginsulating gold amulet of manastreaming Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2(-) Mag Changes resistances: +10%(-) cold / +16%(-) fire Mana each turn: +0.12 (-) Spellpower on spell critical (stacks up to 3 times): +2 (-) Maximum mana: +26.00 (-) Amulets can have magical properties. |
| In main hand | [vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element)bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +3(-) Mag / +3(-) Cun / +2(-) Con Changes damage: +15%(-) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +10.00% (-) Vim when firing critical spell: +4.00 (-) Maximum vim: +29.00 (-) Maximum neg.energy: +20.00 (-) Spellpower: +8 (+3 eff.) (-) Spell crit. chance: +5% (-) It can be used to project a bolt from the staff (to range 7) dealing 21.79 - 26.15 arcane damage, putting all charms on cooldown for 5 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | [vs. stormwoven linen robe of protection (2 def, 2 armour) (Main armor)] stormwoven linen robe of protection (2 def, 2 armour)stormwoven linen robe of protection (2 def, 2 armour) Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +2 (+2 eff.) (-) Changes stats: +5(-) Str / +4(-) Mag / +4(-) Wil Changes resistances: +6%(-) lightning / +6%(-) cold Changes damage: +6%(-) lightning / +6%(-) physical / +5%(-) cold Physical save: +16 (+8 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. thick linen cloak of the Shaloren (1 def, 5 armour) (Cloak)] thick linen cloak of the Shaloren (1 def, 5 armour)thick linen cloak of the Shaloren (1 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (-) Defense: +1 (+1 eff.) (-) Changes stats: +1(-) Wil / +1(-) Mag Changes resistances: +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | [vs. Summertide Phial (Light source)] Summertide PhialSummertide Phial Infused 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 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Inventory
movement infusion (438% speed; 4 turns) movement infusion (438% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 438% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. 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. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 45)teleportation rune of the sneak (range 45) 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: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. 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. |
[vs. insulating gold amulet of manastreaming (Around neck)] copper amulet of cunning (+2)copper amulet of cunning (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Cun / +0(-2) Mag Changes resistances: +0%(-10%) cold / +0%(-16%) fire Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Amulets can have magical properties. |
[vs. insulating gold amulet of manastreaming (Around neck)] restful copper amulet of constitution (+3)restful copper amulet of constitution (+3) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +0(-2) Mag / +3 Con Changes resistances: +0%(-10%) cold / +0%(-16%) fire Life regen: +1.00 Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Amulets can have magical properties. |
[vs. insulating gold amulet of manastreaming (Around neck)] savior's copper amulet of visionsavior's copper amulet of vision Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +0(-2) Mag Changes resistances: +0%(-10%) cold / +0%(-16%) fire Physical save: +11 (+5 eff.) Spell save: +10 (+5 eff.) Mental save: +11 (+7 eff.) Blindness immunity: +11% Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Infravision radius: +2 Sight radius: +2 See invisible: +5 Amulets can have magical properties. |
[vs. insulating gold amulet of manastreaming (Around neck)] Uryblek the steel amuletUryblek the steel amulet Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -4% Changes stats: +0(-2) Mag / +2 Cun / +1 Con Changes resistances: +0%(-10%) cold / +0%(-16%) fire Life regen: +1.10 Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Amulets can have magical properties. |
[vs. insulating gold amulet of manastreaming (Around neck)] insulating steel amulet of constitution (+3)insulating steel amulet of constitution (+3) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-2) Mag / +3 Con Changes resistances: +13%(+3%) cold / +13%(-3%) fire Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Amulets can have magical properties. |
[vs. insulating gold amulet of manastreaming (Around neck)] steel amulet of mastery (0.10 Spell / Meta)steel amulet of mastery (0.10 Spell / Meta) Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +0(-2) Mag Changes resistances: +0%(-10%) cold / +0%(-16%) fire Talent mastery: +0.10 Spell / Meta Mana each turn: +0.00 (-0.12) Spellpower on spell critical (stacks up to 3 times): +0 (-2) Maximum mana: +0.00 (-26.00) Amulets can have magical properties. |
[vs. titan's copper ring of corrosion (+20%) (On fingers, 1 of 2)] copper ring of corrosion (+20%)copper ring of corrosion (+20%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-3) Con Changes resistances: +20%(-) acid Changes damage: +10%(-) acid Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] shimmering elm magestaff of wizardry (10-12 power, 2 apr, fire element)shimmering elm magestaff of wizardry (10-12 power, 2 apr, fire element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 (-1) Physical crit. chance: +2.5% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +1(-2) Mag / +1 Wil / +0(-3) Cun / +0(-2) Con Changes damage: +0%(-15%) arcane / +10% fire Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mana each turn: +0.10 Vim when firing critical spell: +0.00 (-4.00) Maximum mana: +44.00 Maximum vim: +0.00 (-29.00) Maximum neg.energy: +0.00 (-20.00) Spellpower: +5 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +1% (-4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] Belokira the ash magestaff (15-18 power, 3 apr, arcane element)Belokira the ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Defense: +6 (+6 eff.) Effects on melee hit: * 7% chance to blind Changes stats: +0(-3) Mag / +2 Wil / +0(-3) Cun / +0(-2) Con Changes damage: +15%(-) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Mental save: +3 (+3 eff.) Vim when firing critical spell: +0.00 (-4.00) Maximum vim: +0.00 (-29.00) Maximum neg.energy: +0.00 (-20.00) Spellpower: +6 (+2 eff.) (-2 (-1 eff.)) Spell crit. chance: +2% (-3%) Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.3 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. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 77.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
[vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] potent ash starstaff of might (19-22.8 power, 3 apr, light element)This item will automatically be transmogrified when you leave the level. potent ash starstaff of might (19-22.8 power, 3 apr, light element) Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 19.0 - 22.8(+4.0 - +4.8) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-) Physical crit. chance: +3.0% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-3) Mag / +0(-3) Cun / +0(-2) Con Changes damage: +19% light / +0%(-15%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Vim when firing critical spell: +0.00 (-4.00) Maximum vim: +0.00 (-29.00) Maximum neg.energy: +0.00 (-20.00) Spellpower: +9 (+3 eff.) (+1 (+0 eff.)) Spell crit. chance: +9% (+4%) Staves designed for wielders of magic, by the greats of the art. |
[vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] Skyward the yew starstaff (20-24 power, 4 apr, light element)This item will automatically be transmogrified when you leave the level. Skyward the yew starstaff (20-24 power, 4 apr, light element) Requires: - Magic 24 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0(+5.0 - +6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (+1) Physical crit. chance: +3.5% (+0.5%) Attack speed: 100% (-) When wielded/worn: Effects on melee hit: * 15% chance to daze Changes stats: +0(-3) Mag / +2(-1) Cun / +0(-2) Con Changes resistances: +6% lightning Changes damage: +20% light / +0%(-15%) arcane Talents granted: +1.00(-) Command Staff Critical mult.: +0.00% (-10.00%) Vim when firing critical spell: +0.00 (-4.00) Maximum vim: +0.00 (-29.00) Maximum neg.energy: +0.00 (-20.00) Spellpower: +9 (+3 eff.) (+1 (+0 eff.)) Spell crit. chance: +3% (-2%) Staves designed for wielders of magic, by the greats of the art. |
[vs. bloodlich's ash magestaff of projection (15-18 power, 3 apr, arcane element) (In main hand)] Stormlash (17-18.7 power, 7 apr)Stormlash (17-18.7 power, 7 apr) Requires: - Dexterity 15 Powered by arcane forces 3.00 Encumbrance. [Unique] Type: weapon / whip ; tier 1 Base power: 17.0 - 18.7(+2.0 - +0.7) Uses stat: 100% Dex Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +7 (+4) Physical crit. chance: +5.0% (+2.0%) Attack speed: 125% (+25%) Damage conversion: 50% dazing lightning When wielded/worn: Accuracy: +7 (+7 eff.) Changes stats: +0(-3) Mag / +0(-3) Cun / +0(-2) Con Changes damage: +10% lightning / +0%(-15%) arcane Talent granted: +0(+-1) Command Staff Critical mult.: +0.00% (-10.00%) Vim when firing critical spell: +0.00 (-4.00) Maximum vim: +0.00 (-29.00) Maximum neg.energy: +0.00 (-20.00) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Spell crit. chance: +0% (-5%) It can be used to strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 18.56 to 55.68 lightning damage (based on Magic and Dexterity), costing 10 power out of 10/10. This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
[vs. stormwoven linen robe of protection (2 def, 2 armour) (Main armor)] linen robe of protection (3 def, 2 armour)linen robe of protection (3 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +3 (+3 eff.) (+1 (+1 eff.)) Changes stats: +0(-5) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold Changes damage: +0%(-6%) lightning / +0%(-6%) physical / +0%(-5%) cold Physical save: +16 (+8 eff.) (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. stormwoven linen robe of protection (2 def, 2 armour) (Main armor)] steel plate armour (4 def, 9 armour)This item will automatically be transmogrified when you leave the level. steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 (+7) Defense: +4 (+4 eff.) (+2 (+2 eff.)) Fatigue: +22% Changes stats: +0(-5) Str / +0(-4) Mag / +0(-4) Wil Changes resistances: +0%(-6%) lightning / +0%(-6%) cold Changes damage: +0%(-6%) lightning / +0%(-6%) physical / +0%(-5%) cold Physical save: +0 (+0 eff.) (-16 (-8 eff.)) A suit of armour made of metal plates. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] Olelach the pair of rough leather boots (0 def, 1 armour)Olelach the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +1% (-1%) Changes stats: +0(-3) Cun Changes resistances: +3% nature Talent mastery: +0.00(-0.20) Cunning / Survival Silence immunity: +10% Confusion immunity: +5% Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
[vs. Eden's Guile (2 def, 1 armour) (On feet)] scholar's pair of iron boots of tirelessness (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. scholar's pair of iron boots of tirelessness (0 def, 3 armour) Requires: - Talent Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (+2) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +2% (-) Changes stats: +0(-3) Cun Talent mastery: +0.00(-0.20) Cunning / Survival Stamina each turn: +0.40 Maximum stamina: +10.00 Spellpower: +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] hardened leather gloves 'Dourlady' (0 def, 2 armour)hardened leather gloves 'Dourlady' (0 def, 2 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 7 acid Damage when hit (Melee): 20 darkness Changes stats: +0(-3) Mag Changes resistances: +5% acid / +0%(-8%) temporal / +0%(-8%) darkness Changes resistances penetration: +0%(-10%) darkness / +0%(-10%) temporal Changes damage: +3% acid / +0%(-8%) temporal / +0%(-8%) darkness N.Energy each turn: +0.00 (-0.20) Spellpower on spell critical (stacks up to 3 times): +0 (-4) Spellpower: +0 (+0 eff.) (-2 (-1 eff.)) Spell crit. chance: +0% (-3%) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] rough leather cap of constitution (+4) (0 def, 1 armour)This item will automatically be transmogrified when you leave the level. rough leather cap of constitution (+4) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Con Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning A cap made of leather. |
[vs. Cloud Caller (0 def, 0 armour) (On head)] iron helm (0 def, 3 armour)This item will automatically be transmogrified when you leave the level. iron helm (0 def, 3 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +0%(-10%) light / +0%(-10%) lightning Changes damage: +0%(-10%) light / +0%(-10%) lightning 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. |
4 spinel 4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+2 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
citrine 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. |
3 zircon 3 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. |
opal 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. |
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. |
Crystal Focus Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 It can be used to combine with a weapon, costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
111 alchemist agate 111 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. |
[vs. Summertide Phial (Light source)] Void StarVoid Star Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Changes resistances: +0%(-30%) light Changes damage: +6% acid / +0%(-10%) light / +6% lightning / +6% cold / +6% arcane / +6% fire Spell crit. chance: +5% Light radius: +2 (-2) Healing mod.: +0% (-10%) It can be used to activate talent Echoes From The Void (costing 70 power out of 70/70) : Effective talent level: 2.0 Power cost: 70 out of 70/70. Range: 10 Travel Speed: instantaneous Description: Shows the target the madness of the void. Each turn for 6 turns the target must make a mental save or suffer 23.00 mind damage as well as resource damage (based off the mind damage and nature of the resource). It looks like a very tiny star -- deep black -- and yet it somehow shines. |
[vs. Alothad [power 145] (10 cooldown) (Tool)] iron pickaxe of endurance (dig speed 35 turns)This item will automatically be transmogrified when you leave the level. iron pickaxe of endurance (dig speed 35 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Changes resistances: +0%(-2%) physical Heals friendly targets nearby when you use a nature summon: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Alothad [power 145] (10 cooldown) (Tool)] woodsman's iron pickaxe (dig speed 36 turns)woodsman's iron pickaxe (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances: +11% nature / +0%(-2%) physical Changes damage: +6% nature Heals friendly targets nearby when you use a nature summon: +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Recall (1/1) 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, costing 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. |
Achievements
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Iami the Ogre Archmage level 12
15th Dusk 122nd year of Ascendancy at 09:35 see stats
Level 10 (Roguelike)
Got a character to level 10.By Iami the Ogre Archmage level 10
5th Flare 122nd year of Ascendancy at 13:16 see stats
Matrix style! (Roguelike)
Finished the whole Abashed Expanse zone without being hit by a single void blast or manaworm. Dodging's fun!By Iami the Ogre Archmage level 4
74th Pyre 122nd year of Ascendancy at 20:20 see stats
Orbituary (Roguelike)
Stabilized the Abashed Expanse to maintain it in orbit.By Iami the Ogre Archmage level 2
74th Pyre 122nd year of Ascendancy at 18:23 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Iami the Ogre Archmage level 8
1st Flare 122nd year of Ascendancy at 19:32 see stats
Log
Iami wanders around!.
Insidious Poison from Lisowen the king cobra hits Iami for 2 nature damage.
Insidious Poison from Lisowen the king cobra hits Zuborin the drem for 2 nature damage.
Bleeding from Iami hits Zuborin the drem for 4 physical damage.
Iami is confused and fails to use Phase Door.
Bleeding from Iami hits Lisowen the king cobra for 3 physical damage.
Lisowen the king cobra uses Fearless Cleave.
Lisowen the king cobra hits Zuborin the drem for 17 physical, 2 nature, 8 temporal, 8 nature (36 total damage).
Lisowen the king cobra hits Iami for 29 physical, 2 nature, 8 temporal, 8 nature (47 total damage).
Zuborin the drem hits Lisowen the king cobra for 2 physical damage.
Iami hits Lisowen the king cobra for 3 light damage.
Zuborin the drem uses Stunning Blow.
Iami is recovering from the damage!
Insidious Poison from Lisowen the king cobra hits Iami for 2 nature damage.
Insidious Poison from Lisowen the king cobra hits Zuborin the drem for 2 nature damage.
Zuborin the drem hits Iami for 69 physical, (69 total damage).
Iami hits Zuborin the drem for 3 light damage.
Bleeding from Iami hits Zuborin the drem for 4 physical damage.
Iami shrugs off the effect 'Dazed'!
Iami is confused and fails to use Teleport.
Bleeding from Iami hits Lisowen the king cobra for 3 physical damage.
Lisowen the king cobra uses Fearless Cleave.
Lisowen the king cobra hits Zuborin the drem for 16 physical, 2 nature, 8 temporal, 8 nature (35 total damage).
Lisowen the king cobra hits Iami for 35 physical, 2 nature, 8 temporal, 8 nature (53 total damage).
Zuborin the drem hits Lisowen the king cobra for 2 physical damage.
Iami hits Lisowen the king cobra for 2 light damage.
Lisowen the king cobra uses Fearless Cleave.
Saving game...
