









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! EHP - Total Life Pool Bar 1.7.6DarkGod fixed addons upload, but the author needs to manually reset the description for this one. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Yeek |
Class | Solipsist |
Level / Exp | 48 / 42% |
Size | small |
Lifes / Deaths | Killed by Polilaith the patchwork troll at level 36 on the 71st Dusk 123rd year of Ascendancy at 16:01 / 2Killed by Veliwyn the Tidebender at level 48 on the 3rd Pyre 124th year of Ascendancy at 08:52 |
Antimagic | Follower |
Primary Stats
Strength | 29 (base 28) |
Dexterity | 35 (base 13) |
Constitution | 45 (base 45) |
Magic | 23 (base 10) |
Willpower | 118 (base 60) |
Cunning | 108 (base 60) |
Resources
Life | -90/624 |
Equilibrium | 62 |
Psi | 43/690 |
Healing Factor | 1.2511689881047 |
Regeneration | 0.31279224702617 |
Speed
Mental | 0% |
Attack | +2.9976021664879E-12% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 8 |
Offense: Mainhand
Damage | 98 |
Accuracy | 61 |
Crit Chance | 42% |
APR | 32 |
Speed | 1.00 |
Offense: Offhand
Damage | 100 |
Accuracy | 61 |
Crit Chance | 44% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 9 |
Crit Chance | 43% |
Speed | 1 |
Offense: Mind
Mindpower | 94 |
Crit Chance | 78% |
Speed | 0.99999999999997 |
Offense: Damage Bonus
Mind | +40% |
Lightning | +18% |
Nature | +35% |
Darkness | +19% |
Blight | +25% |
Physical | +15% |
Fire | +41% |
All | +10% |
Offense: Damage Penetration
Mind | +45% |
Lightning | +19% |
Light | +5% |
Nature | +25% |
Darkness | +24% |
Physical | +10% |
Fire | 0% |
All | 0% |
Defense: Base
Armour (hardiness) | 19 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 63 |
Mental Save | 63 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 42%( 70%) |
Arcane | + 33%( 70%) |
Cold | + 16%( 70%) |
All | + 16%( 70%) |
Lightning | + 38%( 70%) |
Light | + 24%( 70%) |
Physical | + 26%( 70%) |
Mind | + 34%( 70%) |
Fire | + 16%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 90% |
Fear Resistance | 0% |
Instadeath Resistance | 100% |
Poison Resistance | 22% |
Silence Resistance | 55% |
Inscriptions (4/4)
Infusions | Effective talent level: 2.5 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 477 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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: 2.5 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 281 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse 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 increase movement speed by 863% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
Class Talents
Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Solipsism | 1.67 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Psionic / Discharge | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Psionic / Distortion | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.67 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Feedback | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved some of the Krogs. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by Emelolaith the black bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost tinker (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 757. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed faerlhing fang. * You've found the needed bloated horror heart. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed ice ant stinger. * You've found the needed ritch stinger. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +3 Wil +3 Cun +11 Lck dps ---------- Mind.crit +3% Mind.pwr +25 (+5 eff.) Dmg.mod +15% blight Res.pen +25% mind ----- def ----- Armour +3 Stealth +10 ---------- misc Psi/ret +0.24 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +6% Mind.pwr +6 (+2 eff.) Dmg.mod +5% mind ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+3 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+3 eff.) Spell.save +15 (+0 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 213.40 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T5 totem charm [Unique] Nature/Disrupt While equipped: Stats +10 Wil dps ---------- Mind.pwr +8 (+2 eff.) On Melee Ret: * 18% chance to slow global speed by 77% ----- def ----- Resists +20% blight +20% arcane Spell.save +20 (+0 eff.) ---------- misc Masteries +0.10 Wild-gift/Fungus +0.10 Wild-gift/Antimagic Call forth an immobile antimagic pillar for 10 turns. (It spits slime, pulls in, stuns, and burns the arcane resources of your foes, while emitting an aura of silence against them within range 5, and will silence you for 5 turns when first summoned.). Uses 50 power out of 50/50 This totem of ancient stone oozes a thick slime from myriad cracks. Nonetheless, you sense great power within it. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +4% S.pwr/crit +4 Res.pen +15% darkness ----- def ----- Resists +11% blight +12% acid +11% nature +18% lightning Max.HP +100.00 Poison- +22% Disease- +21% Stun/Frz- +20% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: Stats +8 Cun +7 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Acc +10 (+5 eff.) Rings make your fingers look great! |
Around neck | ![]() 0.1 T5 amulet jewelry [Ego+] Master While equipped: ---------- misc Masteries +0.37 Psionic/Mentalism +0.37 Psionic/Solipsism Amulets make your neck look great! |
In main hand | ![]() 3.0 T4 mindstar 1H weapon [Ego++] Nature/Psionic Power 14.0 - 15.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +3 Mag +1 Wil +4 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Melee+ 6 lightning Dmg.mod +8% lightning +14% mind +9% darkness Res.pen +14% lightning +10% mind +9% darkness ----- def ----- Resists +8% lightning ---------- misc Max.hate +6.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +5% light ----- def ----- Resists +6% mind +9% light Max.HP +34.00 A belt that goes around your waist. |
In off hand | ![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +26 Crit +6.0% Atk.spd 100% While equipped: Stats +8 Wil dps ---------- Mind.crit +7% Mind.pwr +14 (+3 eff.) ----- def ----- Resists +15% mind Mind.save +25 (+6 eff.) ---------- misc Max.psi +20.00 Masteries +0.30 Psionic/Focus +0.30 Psionic/Absorption Reduce damage from attackers more than 3 tiles away by 25% This bright violet gem exudes a calming, focusing force. Holding it, you feel protected against outside forces. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Defense +1 (+0 eff.) Crit.chn- 10.00% Max.HP +30.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+0 eff.) Send out a range 5 beam of kinetic energy, dealing 83.11 to 103.88 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 43% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 215 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Dex +4 Cun +9 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Phys.pwr +9 (+3 eff.) Spell.pwr +7 (+1 eff.) Mind.pwr +11 (+3 eff.) Dmg.mod +5% all Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.pwr +15 (+3 eff.) Dmg.mod +27% fire Res.pen +25% fire Melee Ret 6 mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce all saves and defense by 48 ----- def ----- Resists +12% fire Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +7 Wil dps ---------- Phys.pwr +17 (+5 eff.) Spell.pwr +20 (+3 eff.) Mind.pwr +29 (+6 eff.) Dmg.mod +20% fire +15% arcane +7% all ----- def ----- Armour +2 Resists +40% fire Spell.save +12 (+0 eff.) Die.at -40.00 life Def/telep +5 Res/telep +5% Dur/telep +5% Rings make your fingers look great! |
![]() 5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +28 (+5 eff.) Dmg.mod +30% darkness ---------- misc Mana/turn +0.34 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 trident 2H weapon Reqs Str 35 [Unique] Nature Power 80.0 - 112.0 Physical Uses 140% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+5 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+0 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 4.5 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 112.84. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() 1.0 T5 dagger 1H weapon [Unique] Psionic Power 38.0 - 49.4 Physical Uses 30% Wil, 40% Dex, 30% Str Acc+ +0.2% crit chance (max 25%) Apr +40 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +30% physical Acc +8 (+4 eff.) ---------- misc Masteries +0.20 Psionic/Augmented striking Fire a bolt of kinetic force (range 8), dealing 150% (physical) weapon damage. Uses 10 power out of 10/10 A simple, rudely crafted stone hilt, this object manifests a blade of wavering, nearly invisible force, like a heat haze, as you grasp it. Despite its simple appearance, it is capable of shearing through solid granite, in the hands of those with the necessary mental fortitude to use it properly. |
![]() 7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con dps ---------- Phys.crit +13.0% Phys.pwr +11 (+3 eff.) ----- def ----- Armour +15 Fatigue +8% Phys.save +5 (+0 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T5 light armor [Ego++] Nature While equipped: ----- def ----- Armour +11 Defense +20 (+8 eff.) Fatigue +8% Resists +11% acid +10% cold Max.HP +44.00 HP.reg +14.70 Heal.mod +13% ---------- misc Breathe water A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +15% mind Res.pen +25% mind +8% physical ----- def ----- Armour +3 Resists +6% light A pair of boots made of leather. |
![]() 2.0 T1 head armor [Rare] Master While equipped: dps ---------- Mind.crit +8% Crit.mult +10.00% Mind.pwr +10 (+2 eff.) Res.pen +10% temporal ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+0 eff.) ---------- misc Max.psi +30.00 A cap made of leather. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+0 eff.) Spell.save +10 (+0 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 5.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 29 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 394.20 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce armor by 14% ----- def ----- Resists +9% darkness Mind.save +18 (+4 eff.) Max.HP +100.00 Def/telep +5 Res/telep +5% Dur/telep +5% Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 426 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) S.pwr/crit +4 Res.pen +15% blight +10% arcane Phasing +30% ----- def ----- Resists +15% blight Spell.save +18 (+0 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +30.00 Setup a psionic shield, reducing all damage taken by 173 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +8 Str +5 Cun +2 Con dps ---------- Res.pen +5% cold Harden the skin for 7 turns increasing armour by 17 and armour hardiness by 30% Puts all charms on 20 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T1 totem charm [Ego+] Nature Sting an enemy dealing 157 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Dombotte the dumb butt the Yeek Solipsist level 34
8th Flare 123rd year of Ascendancy at 21:03 see stats
By Dombotte the dumb butt the Yeek Solipsist level 30
32nd Pyre 123rd year of Ascendancy at 23:06 see stats
By Dombotte the dumb butt the Yeek Solipsist level 34
7th Flare 123rd year of Ascendancy at 00:45 see stats
By Dombotte the dumb butt the Yeek Solipsist level 21
39th Regrowth 123rd year of Ascendancy at 01:43 see stats
By Dombotte the dumb butt the Yeek Solipsist level 40
9th Haze 123rd year of Ascendancy at 13:03 see stats
By Dombotte the dumb butt the Yeek Solipsist level 38
5th Haze 123rd year of Ascendancy at 17:46 see stats
By Dombotte the dumb butt the Yeek Solipsist level 10
23rd Dusk 122nd year of Ascendancy at 18:31 see stats
By Dombotte the dumb butt the Yeek Solipsist level 36
72nd Dusk 123rd year of Ascendancy at 23:15 see stats
By Dombotte the dumb butt the Yeek Solipsist level 47
56th Regrowth 124th year of Ascendancy at 15:13 see stats
By Dombotte the dumb butt the Yeek Solipsist level 21
32nd Regrowth 123rd year of Ascendancy at 18:22 see stats
By Dombotte the dumb butt the Yeek Solipsist level 30
10th Mirth 123rd year of Ascendancy at 19:31 see stats
By Dombotte the dumb butt the Yeek Solipsist level 28
17th Pyre 123rd year of Ascendancy at 02:55 see stats
By Dombotte the dumb butt the Yeek Solipsist level 25
58th Regrowth 123rd year of Ascendancy at 11:05 see stats
By Dombotte the dumb butt the Yeek Solipsist level 10
23rd Dusk 122nd year of Ascendancy at 18:29 see stats
By Dombotte the dumb butt the Yeek Solipsist level 20
30th Regrowth 123rd year of Ascendancy at 17:26 see stats
By Dombotte the dumb butt the Yeek Solipsist level 30
32nd Pyre 123rd year of Ascendancy at 05:34 see stats
By Dombotte the dumb butt the Yeek Solipsist level 40
8th Haze 123rd year of Ascendancy at 11:55 see stats
By Dombotte the dumb butt the Yeek Solipsist level 30
56th Pyre 123rd year of Ascendancy at 13:10 see stats
By Dombotte the dumb butt the Yeek Solipsist level 25
75th Regrowth 123rd year of Ascendancy at 22:26 see stats
By Dombotte the dumb butt the Yeek Solipsist level 37
2nd Haze 123rd year of Ascendancy at 08:07 see stats
By Dombotte the dumb butt the Yeek Solipsist level 10
8th Allure 123rd year of Ascendancy at 01:07 see stats
By Dombotte the dumb butt the Yeek Solipsist level 30
32nd Pyre 123rd year of Ascendancy at 23:06 see stats
By Dombotte the dumb butt the Yeek Solipsist level 25
76th Regrowth 123rd year of Ascendancy at 19:16 see stats
By Dombotte the dumb butt the Yeek Solipsist level 16
17th Regrowth 123rd year of Ascendancy at 03:56 see stats
By Dombotte the dumb butt the Yeek Solipsist level 31
3rd Flare 123rd year of Ascendancy at 14:12 see stats
By Dombotte the dumb butt the Yeek Solipsist level 20
32nd Regrowth 123rd year of Ascendancy at 11:23 see stats
By Dombotte the dumb butt the Yeek Solipsist level 36
71st Dusk 123rd year of Ascendancy at 16:01 see stats
By Dombotte the dumb butt the Yeek Solipsist level 33
6th Flare 123rd year of Ascendancy at 09:22 see stats
Log
Veliwyn the Tidebender hits Thought-forged bowman for 33 acid, 34 nature (67 total damage).
Dombotte the dumb butt misses Veliwyn the Tidebender.
Dombotte the dumb butt misses Veliwyn the Tidebender.
Dombotte the dumb butt stops being poisoned.
The psychic field around Dombotte the dumb butt crumbles.
Talent Waking Nightmare is ready to use.
Dombotte the dumb butt converts some damage to Psi!
Dombotte the dumb butt receives 8 healing (12 psi heal).
Bleeding from Veliwyn the Tidebender hits Dombotte the dumb butt for (56 resonance), 18 to psi, 22 physical (40 total damage).
Veliwyn the Tidebender uses Perfect Strike.
Veliwyn the Tidebender aims carefully.
Veliwyn the Tidebender uses Evasion.
Veliwyn the Tidebender tries to evade attacks.
Veliwyn the Tidebender uses Flurry.
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Dombotte the dumb butt reacts immediately after taking severe wounds!
Dombotte the dumb butt's mind surges with critical power!
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Dombotte the dumb butt's Mana Clash is disrupted by her wounds!
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Veliwyn the Tidebender performs a melee critical strike against Dombotte the dumb butt!
Dombotte the dumb butt converts some damage to Psi!
Dombotte the dumb butt hits Veliwyn the Tidebender for 70 mind damage.
Melee retaliation hits Veliwyn the Tidebender for 2 lightning, 2 lightning, 2 lightning, 2 lightning, 2 lightning, 2 lightning (12 total damage).
Veliwyn the Tidebender hits Dombotte the dumb butt for 75 to psi, 90 physical, 84 to psi, 101 physical, (17 antimagic), 0 acid, (12 antimagic), 0 nature, 92 to psi, 111 physical, 72 to psi, 87 physical, (17 antimagic), 0 acid, (12 antimagic), 0 nature, 93 to psi, 113 physical (919 total damage).
Veliwyn the Tidebender hits Thought-forged bowman for 33 acid, 34 nature, 33 acid, 34 nature, 33 acid, 34 nature (200 total damage).
Dombotte the dumb butt the level 48 yeek solipsist was punctured to death by Veliwyn the Tidebender on level 1 of water cavern.