Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. 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:
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Spellsword 1.3.0This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 37 / 73% |
Size | big |
Lifes / Deaths | Killed by The Mouth at level 14 on the 2nd Flare 122nd year of Ascendancy at 13:54 0 / 8Killed by Kabelmen the shalore at level 19 on the 35th Dusk 122nd year of Ascendancy at 17:34 Killed by Betavena the rogue at level 25 on the 56th Dusk 122nd year of Ascendancy at 17:55 Killed by Porimivea the copperhead snake at level 30 on the 57th Dusk 122nd year of Ascendancy at 06:50 Killed by Porimivea the copperhead snake at level 31 on the 57th Dusk 122nd year of Ascendancy at 08:15 Killed by Yvimiwen the rattlesnake at level 32 on the 57th Dusk 122nd year of Ascendancy at 14:39 Killed by Saloba the temporal stalker at level 37 on the 59th Dusk 122nd year of Ascendancy at 09:26 Killed by Saloba the temporal stalker at level 37 on the 59th Dusk 122nd year of Ascendancy at 10:50 |
Primary Stats
Strength | 55 (base 24) |
Dexterity | 45 (base 15) |
Constitution | 34 (base 12) |
Magic | 84 (base 60) |
Willpower | 26 (base 12) |
Cunning | 76 (base 60) |
Resources
Mana | 393/396 |
Psi | 136/136 |
Life | -238/768 |
Stamina | 204/204 |
Paradox | 312 |
Healing Factor | 1 |
Regeneration | 20.337834626101 |
Speed
Mental | +2.2% |
Attack | 0% |
Movement | 0% |
Spell | +2.2% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 2 |
Offense: Mainhand
Damage | 60 |
Accuracy | 55 |
Crit Chance | 42% |
APR | 6 |
Speed | 0.98 |
Offense: Offhand
Damage | 41 |
Accuracy | 55 |
Crit Chance | 42% |
APR | 8 |
Speed | 0.88 |
Offense: Spell
Spellpower | 60.05 |
Crit Chance | 22% |
Speed | 0.97847358121331 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 37.3 |
Crit Chance | 22% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 5 (30%) |
Defense | 45.255928257112 |
Ranged Defense | 45.255928257112 |
Fatigue | 0 |
Physical Save | 41.675 |
Spell Save | 44.791666666667 |
Mental Save | 47.525 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Confusion Resistance | 21% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 278 damage for 3 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 241 life over 5 turns. Its effects scale with your Constitution stat. |
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 129 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Cunning / Shadow magic | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Stealth | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Poisons | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Dual weapons | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Cunning / Ambush | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Cunning / Scoundrel | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Shadow Feed |
talent | Shadow Combat |
talent | Energy Decomposition |
talent | Lacerating Strikes |
talent | Weapon Folding |
talent | Augmentation |
talent | Beyond the Flesh |
talent | Numbing Poison |
talent | Crippling Poison |
detrimental effect | The target is on fire, taking 6.20 fire damage per turn. Burning |
detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
beneficial effect | The target's accuracy and power have been increased by 6. 3 Fateweaver |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
detrimental effect | Huge cut that bleeds, doing 6.23 physical damage per turn. Bleeding |
beneficial effect | The target is regaining 18 life per turn and refreshing talents at twice the normal rate. Invigorate |
detrimental effect | Fatigue from poor sleep, dealing 70.54 mind damage per turn. Restless Night |
beneficial effect | The target is wide awake and has 21% resistance to sleep effects. Insomnia |
detrimental effect | The target is poisoned and sick, doing 19.41 nature damage per turn. Each time it tries to use a talent there is 25% chance of failure. Crippling Poison |
detrimental effect | The target is asleep and unable to act. Every 50 damage it takes will reduce the duration of the effect by one turn. Sleep |
beneficial effect | The target's defense and saves have been increased by 21. 3 Spin |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +2. | 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 within5 lumberjacks have died. | done |
Equipment
Psionic focus | Bethinn the Noonhue (47.5-71.25 power, 2 apr) Bethinn the Noonhue (47.5-71.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 6.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 Base power: 47.5 - 71.3 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 24% chance to daze * 20% chance to corrode armour On weapon crit: * cripple the target Burst (radius 1) on hit: +4 acid Burst (radius 2) on crit: +4 light When wielded/worn: Physical crit. chance: +16.0% Damage when hit (Melee): 8 acid Changes stats: +5 Str / +5 Dex / +3 Mag / +3 Wil / +3 Cun / +5 Con Changes resistances: +6% acid Changes resistances penetration: +12% lightning / +10% light Changes damage: +15% acid * Grants [Heavy Strike] Talent Massive two-handed mauls. |
On hands | hardened leather gloves 'Beluyana' (0 def, 2 armour) hardened leather gloves 'Beluyana' (0 def, 2 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Armour penetration: +2 Physical power: +2 (+0 eff.) Armour: +2 Changes stats: +2 Cun / +4 Mag Changes resistances: +11% darkness Changes damage: +6% arcane Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Life regen: +2.20 Stamina each turn: +1.00 Maximum stamina: +16.00 Infravision radius: +2 When used to modify unarmed attacks: Base power: 22.5 - 24.8 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +14.0% Attack speed: 100% When this weapon hits: Slumber (10% chance level 3). When this weapon crits: Dominate (10% chance level 3). Damage Shield penetration (this weapon only): +40% Damage (Melee): +11 arcane / +9 darkness Burst (radius 2) on crit: +5 arcane It can be used to activate talent Track, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 32 for 5 turns. The radius will increase with your Cunning. Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Light source | bright brass lantern of focus bright brass lantern of focusCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +6% mind Light radius: +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Pitchguile (1 def, 0 armour) Pitchguile (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 40% chance to gain 10% of a turn Changes resistances: +3% lightning / +7% temporal / +20% light / +4% fire / +4% nature / +4% acid / +4% blight / +4% cold / +10% darkness Changes damage: +11% light A pointy cloth hat, very wizardly... |
On feet | Strikewill the pair of rough leather boots (0 def, 1 armour) Strikewill the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 40% chance to daze Changes stats: +3 Str / +1 Mag / +3 Con Changes resistances penetration: +5% arcane Changes damage: +6% arcane / +3% lightning Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 1.0 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: Rushes toward your target with incredible speed. If the target is reached, you get a free attack doing 120% weapon damage. If the attack hits, the target is dazed for 3 turns. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances: +20% darkness Changes damage: +10% darkness Spell save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | Airmark the gold ring Airmark the gold ringPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +17 (+4 eff.) Fatigue: -7% Damage when hit (Melee): 20 lightning Changes stats: +15 Str / +6 Mag / +5 Cun / +13 Con Changes resistances: +3% acid Changes resistances penetration: +5% lightning Changes damage: +15% acid Maximum encumbrance: +29 Spellpower: +10 (+2 eff.) Rings can have magical properties. |
Around neck | clarifying copper amulet clarifying copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% mind Confusion immunity: +21% Amulets can have magical properties. |
In main hand | dwarven-steel waraxe 'Sunquarry' (29.5-41.3 power, 4 apr) dwarven-steel waraxe 'Sunquarry' (29.5-41.3 power, 4 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / waraxe ; tier 3 Base power: 29.5 - 41.3 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc This weapon will act as a psionic focus. Armour Penetration: +4 Physical crit. chance: +4.5% Attack speed: 100% When this weapon hits: Epidemic (10% chance level 3). On weapon hit: * 17% chance to cause random gloom * 13% chance to disease Damage (Melee): +12 blight / +4 fire / +10 mind / +17 cold Burst (radius 2) on crit: +8 fire When wielded/worn: Changes stats: +1 Mag / +4 Wil / +5 Cun / +1 Con Changes resistances penetration: +10% temporal / +5% fire Changes damage: +6% fire Disease immunity: +25% One-handed war axes. |
Around waist | Aladil the Blastqueen Aladil the BlastqueenPowered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Damage when hit (Melee): 16 lightning Changes resistances: +6% acid / +6% light / +6% darkness / +6% fire / +6% cold / +15% lightning Changes resistances penetration: +5% lightning / +25% acid Changes damage: +6% lightning Spell save: +6 (+2 eff.) Size category: +1 A belt that goes around your waist. |
In off hand | quick steel dagger of the mystic (11-14.3 power, 6 apr) quick steel dagger of the mystic (11-14.3 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.0 - 14.3 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +2 Dex / +2 Mag / +2 Wil Spellpower: +5 (+1 eff.) Sharp, short and deadly. |
Cloak | Delusaldil the linen cloak (7 def, 0 armour) Delusaldil the linen cloak (7 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +7 (+3 eff.) Damage when hit (Melee): 4 arcane Changes stats: +2 Mag / +2 Wil / +1 Cun Changes damage: +6% arcane Physical save: +6 (+2 eff.) Mental save: +25 (+8 eff.) Maximum psi: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
Inventory
regeneration infusion (heal 60 over 5 turns) regeneration infusion (heal 60 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. It can be used to inscribe your skin with the infusion.. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. magic missile rune of the titan (124 arcane damage)magic missile rune of the titan (124 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 24 Travel Speed: 600% of base Usage Speed: Spell (98% of a turn) Is: a spell Description: Fires a Magic Missile that does 124 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Angolwen Academy Training Token Angolwen Academy Training TokenPowered by arcane forces 0.10 Encumbrance. [Plot Item] Type: scroll / tome Entitles the weilder to one free course at the Angolwen Academy. (Surrender token before commencing study. No refunds for failing courses. Academy not responsible for applicant death, dismemberment, or crippling lifelong injury. Conditions apply.) |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level. acidic dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr)acidic dwarven-steel dagger of massacre (22.5-29.25 power, 7 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 22.5 - 29.3 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +4 acid Sharp, short and deadly. |
iron dagger (9.5-12.35 power, 5 apr) iron dagger (9.5-12.35 power, 5 apr)Requires: - Dexterity 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.4 Uses stat: 90% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Boltmire the steel greatmaul (37-55.5 power, 2 apr) Boltmire the steel greatmaul (37-55.5 power, 2 apr)Requires: - Strength 16 Infused by nature Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% On weapon hit: * 50% chance to daze Burst (radius 2) on crit: +8 lightning When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances: +3% nature Changes resistances penetration: +10% lightning Changes damage: +9% lightning Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. iron greatsword of purging (19-30.4 power, 1 apr)iron greatsword of purging (19-30.4 power, 1 apr) Requires: - Strength 11 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Base power: 19.0 - 30.4 Uses stat: 120% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance to remove a magical effect Damage (Melee): +10 nature Massive two-handed swords. |
iron longsword (11.5-16.1 power, 2 apr) iron longsword (11.5-16.1 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Aerogas (5-5.5 power, 18 apr, mind damage)Aerogas (5-5.5 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar dreams of an epiphany. This honing mindstar will focus other psionic mindstars. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +9.0% Attack speed: 100% Damage (Melee): +11 nature slow / +10 temporal Burst (radius 1) on hit: +8 arcane When wielded/worn: Changes stats: +1 Dex / +2 Mag / +6 Wil / +5 Cun Changes resistances: +12% mind / +5% physical Changes resistances penetration: +5% physical Changes damage: +5% acid / +6% temporal / +6% nature / +5% physical Reduces incoming crit damage: 5.00% Physical save: +6 (+2 eff.) Mental save: +5 (+2 eff.) Equilibrium when hit: +1.30 Maximum psi: +19.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (10-11 power, 24 apr, nature damage)creative thorny mindstar (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Critical mult.: +10.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% 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. |
Deft Blade (25-32.5 power, 5 apr) Deft Blade (25-32.5 power, 5 apr)Requires: - Cunning 16 - Dexterity 16 Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 2 Base power: 25.0 - 32.5 Uses stats: 40% Wil, 100% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.8% crit.pwr / acc Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.2% dam / acc Accuracy bonus: +5.0% procs dam / acc Accuracy bonus: +1.0% APR / acc Armour Penetration: +5 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +8 (+3 eff.) Changes stats: +4 Dex Changes resistances penetration: +10% physical This blade seems to be perfectly balanced. A skilled warrior could make great use of it. |
Muckbraze (22.5-29.25 power, 4 apr) Muckbraze (22.5-29.25 power, 4 apr)Requires: - Dexterity 20 - Strength 20 Infused by nature Crafted by a master 2.50 Encumbrance. [Unique] Type: weapon / rapier ; tier 3 Base power: 22.5 - 29.3 Uses stats: 40% Wil, 80% Cun Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% turn gain (self) / acc Armour Penetration: +4 Physical crit. chance: +6.0% Attack speed: 100% On weapon hit: * 40% chance to gain 10% of a turn * 16% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +4 nature Burst (radius 1) on hit: +4 nature When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 temporal Changes resistances: +3% temporal Changes resistances penetration: +8% acid / +5% nature Life regen: +1.40 A light sword. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel spear of phasing (20.5-28.7 power, 14 apr)balanced dwarven-steel spear of phasing (20.5-28.7 power, 14 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / spear ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +14 Physical crit. chance: +3.5% Attack speed: 83% Damage Shield penetration (this weapon only): +24% Thrust Range: 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +10 (+4 eff.) Disarm immunity: +28% A spear. |
This item will automatically be transmogrified when you leave the level. dwarven-steel spear 'Arcidol' (23.5-32.9 power, 6 apr)dwarven-steel spear 'Arcidol' (23.5-32.9 power, 6 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / spear ; tier 3 Base power: 23.5 - 32.9 Uses stat: 100% Wil Damage type: Lightning Mastery: Exotic Weapons Mastery Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Physical crit. chance: +6.5% Attack speed: 83% On weapon crit: * wounds the target reducing their healing Damage (Melee): +12 lightning / +14 temporal Thrust Range: 2 When wielded/worn: Accuracy: +11 (+3 eff.) Physical crit. chance: +10.0% Physical power: +10 (+2 eff.) Defense: +10 (+4 eff.) Damage when hit (Melee): 11 temporal Changes stats: +2 Cun / +3 Mag Changes resistances: +13% temporal Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +28% Light radius: +1 A spear. |
iron spear (11.5-16.1 power, 4 apr) iron spear (11.5-16.1 power, 4 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / spear ; tier 1 Base power: 11.5 - 16.1 Uses stat: 100% Wil Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +4 Physical crit. chance: +2.5% Attack speed: 83% Thrust Range: 2 A spear. |
This item will automatically be transmogrified when you leave the level. yew vilestaff of illumination (20-24 power, 4 apr, acid element)yew vilestaff of illumination (20-24 power, 4 apr, acid element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +8 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% acid Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 81.52 light damage. Staves designed for wielders of magic, by the greats of the art. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendenceInfused by nature Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +6% lightning / +6% temporal Physical save: +6 (+2 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak (1 def, 5 armour) thick linen cloak (1 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 Defense: +1 (+0 eff.) Changes resistances: +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. spellwoven cashmere robe of darkness (+22%) (2 def, 0 armour)spellwoven cashmere robe of darkness (+22%) (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +22% darkness Changes damage: +15% darkness Spell save: +20 (+7 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +4% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
iron gauntlets 'Nerada' (0 def, 1 armour) iron gauntlets 'Nerada' (0 def, 1 armour)Requires: - Talent Armour Training Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +1 Effects on melee hit: * 30% chance to corrode armour Changes resistances: +3% acid Changes resistances penetration: +5% acid Changes damage: +3% acid Physical save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +23% Life regen: +1.30 Stamina each turn: +0.70 Maximum stamina: +14.00 When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +7 Armour Penetration: +3 Physical crit. chance: +2.0% Attack speed: 83% When this weapon hits: Perfect Control (10% chance level 1). When this weapon hits: Slumber (10% chance level 1). On weapon hit: * 40% chance to corrode armour Burst (radius 1) on hit: +4 arcane Attackspeed is 100% for non-Brawlers! Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. umbral hardened leather gloves of magic (+3) (0 def, 2 armour)umbral hardened leather gloves of magic (+3) (0 def, 2 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 5 darkness Changes stats: +3 Mag Changes resistances: +5% darkness Changes damage: +5% darkness / +6% arcane When used to modify unarmed attacks: Base power: 18.5 - 20.4 Uses stats: 140% Wil, 80% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% On weapon hit: * 8% chance to inflict damage reduction Damage (Melee): +7 arcane Burst (radius 2) on crit: +5 arcane Attackspeed is 100% for non-Brawlers! Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour) stabilizing linen wizard hat of lightning (+15%) (1 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Physical save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour (3 def, 6 armour)spiked hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. barbed quiver of yew arrows of vileness (16/16, 33.5-46.9 power, 10 apr)barbed quiver of yew arrows of vileness (16/16, 33.5-46.9 power, 10 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 33.5 - 46.9 Uses stats: 50% Wil, 70% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 16 On weapon hit: * 7% chance to disease On weapon crit: * wounds the target Damage (Ranged): +9 blight / +8 bleed Arrows are used with bows to pierce your foes to death. |
68 alchemist agate 68 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
shattering iron pickaxe (dig speed 19 turns) shattering iron pickaxe (dig speed 19 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Changes resistances penetration: +12% physical When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5), costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
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. |
Lightbringer's Wand Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+5 eff.) Light radius: +2 It can be used to summon a shining orb, costing 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Driari the Cornac Adventurer level 11
9th Mirth 122nd year of Ascendancy at 23:32 see stats
By Driari the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 07:21 see stats
By Driari the Cornac Adventurer level 20
56th Dusk 122nd year of Ascendancy at 12:58 see stats
By Driari the Cornac Adventurer level 30
57th Dusk 122nd year of Ascendancy at 04:51 see stats
By Driari the Cornac Adventurer level 10
79th Pyre 122nd year of Ascendancy at 07:38 see stats
By Driari the Cornac Adventurer level 15
10th Dusk 122nd year of Ascendancy at 13:31 see stats
Log
Dreamforge hits Driari for (3 dissipated), 6 mind, (1 dissipated), 3 fire (10 total damage).
Something performs a melee critical strike against Driari!
Driari resists the dream forge!
Driari starts to bleed.
Something mentally dismisses some damage!
Something converts some damage to Psi!
Driari hits Something for 13 to psi, 16 lightning, (3 dismissed), 0 to psi, 0 arcane, (8 dismissed), 1 to psi, 1 acid (30 total damage).
Saloba the temporal stalker's Hammer Toss hits Driari for (36 dissipated), 150 physical, (2 dissipated), 5 mind, (1 dissipated), 3 fire (158 total damage).
Driari resists the mind attack!
Driari is no longer distorted.
Driari is no longer suffering from insomnia.
Driari stops regenerating health quickly.
Talent Fold Fate is ready to use.
Burning from Saloba the temporal stalker hits Driari for (2 dissipated), 4 fire (4 total damage).
Bleeding from Saloba the temporal stalker hits Driari for (2 dissipated), 5 physical (5 total damage).
Crippling Poison from Saloba the temporal stalker hits Driari for (6 dissipated), 13 nature (13 total damage).
Restless Night from Saloba the temporal stalker hits Driari for (9 dissipated), 22 mind (22 total damage).
Driari dashes quickly!
Driari has been put to sleep.
Driari is suffering from insomnia.
Talent Fold Warp is ready to use.
Talent Infusion: Healing is ready to use.
Talent Fold Gravity is ready to use.
Burning from Saloba the temporal stalker hits Driari for (2 dissipated), 4 fire (4 total damage).
Bleeding from Saloba the temporal stalker hits Driari for (2 dissipated), 4 physical (4 total damage).
Crippling Poison from Saloba the temporal stalker hits Driari for (6 dissipated), 13 nature (13 total damage).
Restless Night from Saloba the temporal stalker hits Driari for (19 dissipated), 43 mind (43 total damage).
Driari resists the mind attack!
Saving game...