










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Better Item Description 1.5.5This 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 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Possessor Bonus Class 1.5.4Donators/Buyers bonus! Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. [License note: This addon uses a modified version of an image by Delapouite from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Improved Auto-explore and Rest 1.5.5Quality 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. Showing Items Tier in Inventory 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Yeek |
| Class | Mindslayer |
| Level / Exp | 23 / 46% |
| Size | small |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 11 on the 1st Flare 122nd year of Ascendancy at 08:38 0 / 7Killed by Xugawe the black crystal at level 14 on the 19th Dusk 122nd year of Ascendancy at 05:17 Killed by skeleton magus at level 15 on the 20th Dusk 122nd year of Ascendancy at 12:21 Killed by ritch flamespitter at level 16 on the 21st Dusk 122nd year of Ascendancy at 13:29 Killed by Lisirinne the copperhead snake at level 18 on the 33rd Dusk 122nd year of Ascendancy at 01:58 Killed by Lisyvea the blue jelly at level 19 on the 55th Dusk 122nd year of Ascendancy at 09:52 Killed by Ivytha the cutpurse at level 23 on the 69th Haze 122nd year of Ascendancy at 04:59 |
Primary Stats
| Strength | 71 (base 14) |
| Dexterity | 29 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 13 (base 10) |
| Willpower | 79 (base 53) |
| Cunning | 50 (base 41) |
Resources
| Life | -119/547 |
| Psi | 84/84 |
| Healing Factor | 1.3561497326203 |
| Regeneration | 2.3732620320855 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -27.2163534901% |
| Spell | 0% |
| Global | +88.461538461537% |
Vision
| Sight | 10 |
| Lite | 2 |
Offense: Mainhand
| Damage | 103 |
| Accuracy | 44 |
| Crit Chance | 16% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 13% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Nature | +6% |
| Lightning | +14% |
| Physical | +30% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 53.551211628464 (74.117647058824%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 15 |
| Physical Save | 34 |
| Spell Save | 40 |
| Mental Save | 44 |
Defense: Resistances
| Lightning | + 27%( 70%) |
| Nature | + 20%( 70%) |
| Cold | + 20%( 70%) |
| Blight | + 23%( 70%) |
| Acid | + 27%( 70%) |
| Fire | + 27%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 17% |
| Confusion Resistance | 79% |
| Teleport Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 346 life over 5 turns. Its effects scale with your Willpower 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 397 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 513% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Class Talents
| Psionic / Absorption | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Kinetic mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Voracity | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Focus | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
| Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Skate |
| talent | Augmentation |
| talent | Beyond the Flesh |
| talent | Thermal Aura |
| talent | Thermal Shield |
| talent | Deflect Projectiles |
| talent | Kinetic Shield |
| talent | Kinetic Aura |
| detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+6 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 11 life each turn. Recovery |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
Quests
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You have been tasked to remove two 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 |
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 have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed warg claw. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within12 lumberjacks have died. | done |
Equipment
| Psionic focus | Heatpain (41.5-62.25 power, 2 apr)5.0 T3 greatmaul 1H weapon [Rare] Master Power 41.5 - 62.3 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +28 acid On Crit.r2 +12 fire While equipped: dps ---------- Dmg.mod +12% physical +12% fire Res.pen +12% physical Apr +12 ----- def ----- Resists +6% acid +12% fire Massive two-handed mauls. |
| Quiver | hateful quiver of yew arrows of crippling (23/23, 32.5-45.5 power, 10 apr)3.0 T3 arrow ammo [Ego++] Master/Psionic Power 32.5 - 45.5 Physical Uses 30% Wil, 42% Cun Acc+ +0.2% crit / acc Apr +10 Crit +11.0% Capacity 23 Ranged+ +12 darkness Against +11% Living On Crit: * cripple the target Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
| On head | cashmere wizard hat 'Arynik' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +14% lightning +3% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+2 eff.) Resists +21% lightning Die.at -80.00 life A pointy cloth hat, very wizardly... |
| On feet | Goryrondur (0 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +7 Str +2 Dex +4 Wil +3 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Crit.dmg- 15.00% Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 7/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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 50% 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. |
| On fingers | warrior's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +5 Str ----- def ----- Armour +10 Mind.save +6 (+2 eff.) Confus- +27% Rings can have magical properties. |
| On fingers | psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+2 eff.) Rings can have magical properties. |
| Around neck | Halerorin0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +2 Fatigue -5% HP.reg +1.50 Amulets can have magical properties. |
| In main hand | thought-forged dwarven-steel greatmaul (43.5-65.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Psionic Power 43.5 - 65.3 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 mind On Hit: * 14% chance to cause random gloom While equipped: Stats +2 Cun +2 Wil Massive two-handed mauls. |
| On hands | Silydhewe (0 def, 9 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +12% physical ----- def ----- Armour +9 Resists +15% acid Phys.save +18 (+8 eff.) ---------- misc Stam/turn +0.80 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| Cloak | Dagystir the Sepsisnaught (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature Acc +17 (+6 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+2 eff.) Fatigue -6% Resists +6% acid +15% fire +6% lightning Max.HP +52.00 ---------- misc Max.stam +22.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stralite plate armour 'Haniruirain' (7 def, 13 armour)17.0 T4 massive armor [Random Unique] Nature/Master While equipped: Stats +10 Str +3 Mag +9 Con ----- def ----- Armour +13 Defense +7 (+5 eff.) Fatigue +26% Resists +3% blight Spell.save +30 (+10 eff.) Max.HP +161.00 ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
Inventory
healing infusion (heal 50)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 50 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (4 nature damage, 20% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 31 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 4.24 nature damage per turn for 7 turns, and reducing the target's healing received by 20%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion (4 nature damage, 30% healing reduction)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 28 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 4.24 nature damage per turn for 7 turns, and reducing the target's healing received by 30%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (480% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 480% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 159 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion (rad 5; power 20; turns 5; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 5 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion (resist 15%; cure physical)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd 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 15% for 5 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Brodurain0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +11% lightning Mind.save +9 (+3 eff.) Heal/summ +20 Stun/Frz- +22% ---------- misc Equi/ret +0.08 Amulets can have magical properties. |
cleansing copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +2 Wil ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +23% Amulets can have magical properties. |
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
steel ring of fire (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +22% fire Rings can have magical properties. |
Drake's Bane (52-78 power, 21 apr)3.0 T3 battleaxe 2H weapon [Unique] Master Power 52.0 - 78.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- Phys.save +9 (+4 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Unique] Nature Power 20.0 - 30.0 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 lightning +10 cold On Crit: * inflicts either shocked or wet, chosen at random While equipped: dps ---------- Dmg.mod +10% lightning +10% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
steel battleaxe of massacre (27-40.5 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 27.0 - 40.5 Physical Uses 72% Wil Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Massive two-handed battleaxes. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 60% Cun Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
elm longbow 'Abyssvenom'4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% crit / acc Atk.spd 125% Range +6 On Hit.r1 +2 fire While equipped: Stats +3 Con dps ---------- Dmg.mod +6% darkness +27% fire ----- def ----- Resists +6% darkness +3% fire ---------- misc Masteries +0.15 Wild-gift/Fungus Regenerate 92 life over 5 turns Puts all charms on 20 cooldown Longbows are used to shoot arrows at your foes. |
Emitta (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Max.HP +30.00 Blind- +10% Poison- +5% Disease- +20% Knockbk- +15% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rootshear the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +25% acid ----- def ----- Defense +1 (+1 eff.) Resists +12% nature +3% acid Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shimmerwrack the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid Melee Ret 4 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +1 (+1 eff.) Resists +21% acid Max.HP +34.00 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)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Halidir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) Acc +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +0.40 Max.stam +12.00 Max.psi +30.00 A pair of boots made of leather. |
pair of iron boots 'Arethra' (0 def, 9 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +6 Phasing +10% ----- def ----- Armour +9 Fatigue -3% Resists +6% fire Phys.save +5 (+2 eff.) Cut- +10% Stun/Frz- +10% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Ivimidatha' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +16% cold +6% fire +9% darkness +9% nature Poison- +15% Cut- +20% Confus- +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aerurin the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee+ 9 lightning Dmg.mod +6% lightning +15% acid ----- def ----- Armour +2 Fatigue -18% Resists +8% lightning +12% acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Muvor the Shimmerblow (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +10% mind On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Armour +1 ---------- misc Equi/ret +0.04 Max.hate +2.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Pitchwreck (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness Acc +7 (+2 eff.) Melee Ret 8 darkness ----- def ----- Armour +2 Resists +12% darkness +9% lightning Phys.save +7 (+3 eff.) Mind.save +7 (+2 eff.) Disarm- +28% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+1 eff.) Spell.save +4 (+2 eff.) Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Call Lightning: Level 1.0 Pwr.cost 20 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 17.66 to 52.99 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tarryrak the Glintslice (3 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- On Hit (Melee): * 30% chance to blind ----- def ----- Armour +3 Defense +3 (+3 eff.) Rng.Def +3 (+3 eff.) Fatigue +5% Blind- +10% Disease- +10% Pinning- +15% Teleport- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +7% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Gilegrim' (0 def, 5 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex ----- def ----- Armour +5 Fatigue +3% Resists +6% darkness Phys.save +30 (+12 eff.) Spell.save +12 (+4 eff.) Poison- +5% Silence- +10% Stun/Frz- +10% A cap made of leather. |
linen wizard hat 'Kheluchik' (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Wil ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal +9% light +5% arcane Phys.save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
stabilizing linen wizard hat of fire (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Defense +1 (+1 eff.) Resists +15% fire Phys.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
Xeroyabeth the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% arcane Res.pen +20% acid ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +21% lightning +15% fire +17% temporal +6% acid A suit of armour made of mail. |
steel mail armour 'Scorchraptor' (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +10% acid Melee Ret 6 light On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +14% blight +9% fire +14% darkness +6% arcane Spell.save +12 (+4 eff.) Mind.save +13 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
Eel-skin armour (10 def, 1 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +1 Defense +10 (+6 eff.) Fatigue +2% Poison- +30% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 18 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.79 to 71.37 lightning damage. The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
12 agate0.0 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. |
170 alchemist agate0.0 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. |
2 onyx0.0 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. |
aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Lavapunish the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% fire ----- def ----- Resists +3% temporal +15% darkness +3% nature ---------- misc Light +5 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 lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+4 eff.) ---------- misc T.Disarm +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. |
garnet0.0 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. |
Rod of Recall (1/1)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. |
Transmogrification Chest2.0 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. |
Stormnaught the voratun torque of thermal psionic shield [power 139] (20 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% lightning Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Wards +1 physical +4 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 139 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 10 psi. Torques are made by powerful psionics to store psionic powers. |
iron torque of kinetic psionic shield 'Camifast' [power 25] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% blight +9% temporal +6% nature +5% arcane Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 25 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 2 psi. Torques are made by powerful psionics to store psionic powers. |
2 quartz0.0 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. |
5 ametrine0.0 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. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 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. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Erkzsi the Yeek Mindslayer level 21
58th Dusk 122nd year of Ascendancy at 06:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Erkzsi the Yeek Mindslayer level 13
1st Dusk 122nd year of Ascendancy at 13:23 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Erkzsi the Yeek Mindslayer level 22
68th Haze 122nd year of Ascendancy at 05:42 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Erkzsi the Yeek Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 06:42 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Erkzsi the Yeek Mindslayer level 20
55th Dusk 122nd year of Ascendancy at 17:34 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Erkzsi the Yeek Mindslayer level 10
10th Mirth 122nd year of Ascendancy at 06:43 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Erkzsi the Yeek Mindslayer level 17
24th Dusk 122nd year of Ascendancy at 13:21 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Erkzsi the Yeek Mindslayer level 19
55th Dusk 122nd year of Ascendancy at 09:52 see stats
Log
Ivytha the cutpurse hits Erkzsi for (52 to psi shield), 33 physical, (9 to psi shield), 27 light, (1 to psi shield), 3 fire (63 total damage).
Erkzsi deflects the projectile from Something to the southwest!
Ivytha the cutpurse has been put to sleep.
Golem (servant of Vorithra the dremling) shrugs off the effect 'Sleep'!
Ivytha the cutpurse shrugs off the effect 'Armor Corroded'!
Bleeding from Mayinor the dremling hits Erkzsi for (7 to psi shield), 4 physical (4 total damage).
Erkzsi's Beyond the Flesh hits Ivytha the cutpurse for 33 physical, 8 acid, 2 physical, 4 arcane, 4 physical, 4 fire (55 total damage).
Erkzsi receives 15 healing.
Ivytha the cutpurse hits Erkzsi for (2 to psi shield), 7 fire (7 total damage).
Ivytha the cutpurse is no longer sleeping.
Erkzsi uses Dominant Will.
Turtle resists the mental assault!
Ivytha the cutpurse hits Erkzsi for (2 to psi shield), 7 fire (7 total damage).
Erkzsi hits Ivytha the cutpurse for 33 physical, 2 mind, 2 physical, 4 arcane, 4 physical, 4 fire (50 total damage).
Ivytha the cutpurse uses Block.
Erkzsi moves reluctantly!
Mayinor the dremling is fully armored again.
Golem (servant of Vorithra the dremling) uses Knockback.
Erkzsi resists the knockback!
Golem (servant of Vorithra the dremling) hits Erkzsi for (8 to psi shield), 5 physical (5 total damage).
Erkzsi stops bleeding.
Erkzsi is moving less freely.
Ivytha the cutpurse hits Erkzsi for (2 to psi shield), 7 fire (7 total damage).
Erkzsi's Beyond the Flesh hits Ivytha the cutpurse for (39 blocked), 0 physical, 8 acid, (2 blocked), 0 physical, 4 arcane, (5 blocked), 0 physical, (5 blocked), 0 fire (12 total damage).
Erkzsi receives 15 healing.
Vorithra the dremling's Channel Staff hits Erkzsi for (38 to psi shield), 24 physical (24 total damage).
Ivytha the cutpurse uses Shield Pummel.
Saving game...






































































































