
Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Dwarf |
Class | Mindslayer |
Level / Exp | 19 / 59% |
Size | medium |
Lifes / Deaths | Killed by Cyrogara the wolf at level 19 on the 27th Dearth 122nd year of Ascendancy at 20:38 / 1 |
Primary Stats
Strength | 50 (base 14) |
Dexterity | 23 (base 10) |
Constitution | 17 (base 10) |
Magic | 8 (base 10) |
Willpower | 58 (base 46) |
Cunning | 42 (base 39) |
Resources
Life | -24/505 |
Psi | 56/88 |
Healing Factor | 1.6061497326203 |
Regeneration | 49.485473262031 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.7836465099% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 5 |
See Stealth | 31.051968732286 |
See Invisible | 31.051968732286 |
Offense: Mainhand
Damage | 95 |
Accuracy | 42 |
Crit Chance | 13% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Nature | +10% |
Defense: Base
Armour (hardiness) | 20.5 (43.636363636364%) |
Defense | 19 |
Ranged Defense | 19 |
Fatigue | 13 |
Physical Save | 24 |
Spell Save | 23 |
Mental Save | 32 |
Defense: Resistances
Blight | + 23%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 30%( 70%) |
All | 0%( 70%) |
Lightning | + 12%( 70%) |
Light | + 6%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 19%( 70%) |
Nature | + 35%( 70%) |
Defense: Immunities
Pinning Resistance | 20% |
Disarm Resistance | 58% |
Confusion Resistance | 24% |
Silence Resistance | 10% |
Stun Resistance | 35% |
Instadeath Resistance | 100% |
Knockback Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 475% 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 203 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Psionic / Absorption | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Augmented striking | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Psionic / Voracity | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Focus | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Psionic / Projection | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Psionic / Psi-fighting | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Psionic / Finer energy manipulations | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Psionic / Augmented mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
talent | Charged Aura |
talent | Augmentation |
talent | Kinetic Shield |
talent | Chant of Fortitude |
talent | Thermal Shield |
talent | Beyond the Flesh |
talent | Skate |
talent | Kinetic Aura |
beneficial effect | A flow of life spins around the target, regenerating 30.56 life per turn. Regeneration |
detrimental effect | Huge cut that bleeds, doing 21.65 physical damage per turn. Bleeding |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | This creatures psionic focus item is supercharged! Frenzied Focus |
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost tinker from death by Wrathroot. Escort: lost tinker (level 4 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the worried loremaster from death by dredgling. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Willpower by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() steel greatmaul 'Islalrarin' (140% power, 2 apr) Requires: - Strength 16 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 Power: 140% (-7%) Range: 1.5x (-0.1x) Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +12 (+6 eff.) Changes stats: +3 Str / +2 Con Critical mult.: +9.00% Disarm immunity: +38% Healing mod.: +15% Massive two-handed mauls. Tap to cycle through comparison choices |
Light source | ![]() survivor's brass lantern of health Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +5 (+3 eff.) (-) Maximum life: +45.00 (-) Light radius: +2 (-) Healing mod.: +10% (-) 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 | ![]() Daimoromichik (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes stats: +3(-) Str Changes resistances: +3%(-) blight / +3%(-) fire / +3%(-) darkness / +6%(-) lightning Spell save: +3 (+2 eff.) (-) A cap made of leather. |
On feet | ![]() Gilyvon (0 def, 3 armour) Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Fatigue: +2% (-) Changes resistances: +6%(-) lightning / +6%(-) temporal / +6%(-) light / +5%(-) arcane Silence immunity: +10% (-) Stun/Freeze immunity: +35% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Maluldil the iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1(-) Str / +2(-) Wil / +3(-) Cun Changes resistances: +10%(-) nature Changes damage: +6%(-) nature Critical mult.: +5.00% (-) Hate when firing a critical mind attack: +3.00 (-) Mindpower: +2 (+1 eff.) (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() steel ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +6 (+3 eff.) (-) Confusion immunity: +24% (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | ![]() steel ring of tenacity Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Disarm immunity: +20% Confusion immunity: +0% (-24%) Pinning immunity: +20% Knockback immunity: +22% Maximum life: +24.00 Rings can have magical properties. Tap to cycle through comparison choices |
Around neck | ![]() copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Amulets can have magical properties. |
In main hand | ![]() hateful dwarven-steel greatsword of erosion (147% power, 2 apr) Requires: - Strength 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 147% Range: 1.6x Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) Damage (Melee): +7(-) temporal / +7(-) darkness / +7(-) nature Damage against: +12% (-)Living Massive two-handed swords. Tap to cycle through comparison choices |
On hands | ![]() naturalist's iron gauntlets of strength (+2) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) (-) Armour: +1 (-) Damage (Melee): 6(-) nature Changes stats: +2(-) Str Changes resistances: +5%(-) nature Changes damage: +4%(-) nature Metal gloves protecting the hands up to the middle of the lower arm. |
Around waist | ![]() Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3(-) Wil Changes resistances: +20%(-) blight / +20%(-) cold / +20%(-) nature Healing mod.: +30% (-) A belt rumoured to have been worn by the Conclave healers. |
Cloak | ![]() thick linen cloak of Iron Throne (1 def, 6 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 (-) Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Str / +2(-) Con Changes resistances: +10%(-) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() spiked iron mail armour of fire resistance (2 def, 4 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 11(-) physical Changes resistances: +16%(-) fire A suit of armour made of mail. |
Inventory
![]() Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() copper amulet of strength (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Str / +0(-2) Wil Amulets can have magical properties. |
![]() copper amulet of willpower (+2) Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2(-) Wil Amulets can have magical properties. |
![]() copper ring of darkness (+22%) Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% darkness Changes damage: +11% darkness Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-24%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() marksman's copper ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Confusion immunity: +0% (-24%) Rings can have magical properties. Tap to cycle through comparison choices |
![]() iron battleaxe of massacre (131% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 1 It must be held with both hands. Power: 131% (-16%) Range: 1.5x (-0.1x) Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 (-1) Crit. chance: +4.5% (+1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living Massive two-handed battleaxes. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. arcing steel greatmaul of daylight (137% power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Power: 137% (-10%) Range: 1.5x (-0.1x) Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) On weapon hit: + 25% chance for lightning to arc to a second target Damage (Melee): +9 lightning / +0(-7) temporal / +7 light / +0(-7) nature / +0(-7) darkness Damage against: +16% Undead / +0% (-12% )Living Massive two-handed mauls. Tap to cycle through comparison choices |
![]() insidious iron greatmaul of massacre (140% power, 1 apr) Requires: - Strength 11 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 141% (-7%) Range: 1.5x (-0.1x) Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 (-1) Crit. chance: +0.5% (-3.0%) Attack speed: 100% (-) Damage (Melee): +14 insidious poison / +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living Massive two-handed mauls. Tap to cycle through comparison choices |
![]() Betann the iron greatsword (123% power, 1 apr) Requires: - Strength 11 Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 123% (-24%) Range: 1.6x (+0.0x) Uses stat: 112% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +1 (-1) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) On weapon crit: + cripple the target Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Physical crit. chance: +9.0% Damage when hit (Melee): 4 mind Changes stats: +4 Con / +3 Wil Infravision radius: +1 Massive two-handed swords. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. balanced steel longsword (124% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 124% (-23%) Range: 1.4x (-0.2x) Uses stat: 94% Wil Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +5 (+3 eff.) Disarm immunity: +23% Sharp, long, and deadly. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. blooming vined mindstar of the jelly (83% power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% (-64%) Range: 1.1x (-0.5x) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+16) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +0.70 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Healing mod.: +12% Heals friendly targets nearby when you use a nature summon: +10 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. Tap to cycle through comparison choices |
![]() mossy mindstar (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% (-72%) Range: 1.1x (-0.5x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() mossy mindstar of life (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (-70%) Range: 1.1x (-0.5x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Life regen: +0.50 Maximum life: +11.00 Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() nature's mossy mindstar (77% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 77% (-70%) Range: 1.1x (-0.5x) Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 (+10) Crit. chance: +2.5% (-1.0%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Changes resistances: +2% blight Changes damage: +2% nature Disease immunity: +10% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. Tap to cycle through comparison choices |
![]() This item will automatically be transmogrified when you leave the level. ash starstaff of illumination (118% power, 3 apr, physical element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Power: 119% (-29%) Range: 1.2x (-0.4x) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (+1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +0(-7) temporal / +0(-7) darkness / +0(-7) nature Damage against: +0% (-12% )Living When wielded/worn: Defense: +5 (+3 eff.) Effects on melee hit: * 6% chance to blind Changes damage: +15% physical Talent granted: +1 Command Staff Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 2.0 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 7 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 39.02 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
![]() nightruned rough leather belt of transcendence Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil Changes resistances: +6% light / +0%(-20%) blight / +0%(-20%) cold / +0%(-20%) nature / +6% darkness Physical save: +6 (+3 eff.) Mindpower: +3 (+1 eff.) Healing mod.: +0% (-30%) A belt that goes around your waist. |
![]() enveloping linen cloak of Iron Throne (7 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +7 (+4 eff.) (+6 (+3 eff.)) Changes stats: +1(-1) Str / +1(-1) Con Changes resistances: +0%(-10%) cold Physical save: +5 (+2 eff.) 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. linen cloak of Iron Throne (1 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-6) Defense: +1 (+1 eff.) (-) Changes stats: +2(-) Str / +1(-1) Con Changes resistances: +0%(-10%) cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-16%) fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() slimy linen robe of frost (+16%) (0 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +0 (+0 eff.) (-2 (-2 eff.)) Fatigue: +0% (-12%) Effects when hit in melee: * Slows global speed by 3% * 3 arcane resource burn Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-16%) fire / +16% cold Changes damage: +11% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() pair of iron boots 'Aerekor' (8 def, 5 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 (+2) Defense: +8 (+4 eff.) Ranged Defense: +9 (+5 eff.) Fatigue: +2% (-) Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-6%) light / +3% blight / +3% fire / +0%(-5%) arcane Spell save: +6 (+3 eff.) Blindness immunity: +30% Silence immunity: +0% (-10%) Stun/Freeze immunity: +0% (-35%) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of rough leather boots 'Olitoneg' (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Fatigue: -4% (-6%) Effects on melee hit: * Slows global speed by 30% Changes stats: +1 Dex / +3 Cun / +1 Con Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +5%(-) arcane / +0%(-6%) light Maximum encumbrance: +20 Physical save: +6 (+3 eff.) Silence immunity: +0% (-10%) Stun/Freeze immunity: +0% (-35%) See invisible: +9 A pair of boots made of leather. |
![]() scholar's pair of iron boots of uncanny dodging (2 def, 3 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Fatigue: +2% (-) Changes resistances: +0%(-6%) lightning / +0%(-6%) temporal / +0%(-6%) light / +0%(-5%) arcane Silence immunity: +0% (-10%) Stun/Freeze immunity: +0% (-35%) Spellpower: +4 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() cinder rough leather gloves (0 def, 1 armour) Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +0 (+0 eff.) (-7 (-2 eff.)) Armour: +1 (-) Damage (Melee): 0(-6) nature / 6 fire Changes stats: +0(-2) Str Changes resistances: +0%(-5%) nature / +5% fire Changes damage: +0%(-4%) nature / +4% fire 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. cleansing rough leather cap of strength (+3) (0 def, 1 armour) Infused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 0(-30) item nature slow Changes stats: +3(-) Str Changes resistances: +0%(-6%) lightning / +0%(-3%) darkness / +6%(+3%) blight / +0%(-3%) fire / +6% nature Spell save: +0 (+0 eff.) (-3 (-2 eff.)) A cap made of leather. |
![]() iron helm of strength (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Damage (Melee): 0(-30) item nature slow Changes stats: +3(-) Str Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-3%) darkness / +0%(-6%) lightning Spell save: +0 (+0 eff.) (-3 (-2 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() rough leather cap of constitution (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Str / +3 Con Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-3%) darkness / +0%(-6%) lightning Spell save: +0 (+0 eff.) (-3 (-2 eff.)) A cap made of leather. |
![]() rough leather cap of dexterity (+3) (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Str / +3 Dex Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-3%) darkness / +0%(-6%) lightning Spell save: +0 (+0 eff.) (-3 (-2 eff.)) A cap made of leather. |
![]() This item will automatically be transmogrified when you leave the level. stabilizing iron helm of constitution (+3) (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+2) Fatigue: +5% (+4%) Damage (Melee): 0(-30) item nature slow Changes stats: +0(-3) Str / +3 Con Changes resistances: +0%(-3%) blight / +0%(-3%) fire / +0%(-3%) darkness / +0%(-6%) lightning Physical save: +12 (+6 eff.) Spell save: +0 (+0 eff.) (-3 (-2 eff.)) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() impenetrable iron mail armour (2 def, 9 armour) Requires: - Strength 14 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 (+5) Defense: +2 (+2 eff.) (-) Fatigue: +12% (-) Damage when hit (Melee): 0(-11) physical Changes resistances: +0%(-16%) fire A suit of armour made of mail. |
![]() icy steel shield of lightning resistance (+17%) (6 def, 2 armour, 38.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 5 cold Damage when hit (Melee): 11 ice Changes resistances: +17% lightning Talent granted: +2 Block Handheld deflection devices. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Ivelaith the Corpsereeve (dig speed 36 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -8% Changes stats: +1(-) Str / +0(-2) Wil / +0(-3) Cun / +3 Con Changes resistances: +10%(-) nature Changes resistances penetration: +10% nature Changes damage: +6%(-) nature Critical mult.: +0.00% (-5.00%) Hate when firing a critical mind attack: +0.00 (-3.00) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Infravision radius: +1 See invisible: +3 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Tooth of the Mouth (dig speed 12 turns) Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes stats: +0(-1) Str / +0(-2) Wil / +0(-3) Cun Changes resistances: +0%(-10%) nature Changes damage: +4% blight / +0%(-6%) nature Critical mult.: +0.00% (-5.00%) Hate when firing a critical mind attack: +0.00 (-3.00) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) When carried: Talents granted: +1.00(-) Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Summertide Phial Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Maximum life: +0.00 (-45.00) Light radius: +4 (+2) Healing mod.: +10% (-) It can be used to call light (115 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical save: +0 (+0 eff.) (-5 (-3 eff.)) Maximum life: +0.00 (-45.00) Light radius: +2 (-) Healing mod.: +0% (-10%) 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. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 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. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() 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. |
![]() Powered 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. |
![]() elm totem of cure ailments [power 1] (10 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes stats: +0(-1) Str / +0(-2) Wil / +0(-3) Cun Changes resistances: +0%(-10%) nature Changes damage: +0%(-6%) nature Critical mult.: +0.00% (-5.00%) Hate when firing a critical mind attack: +0.00 (-3.00) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 1 poisons or diseases from a target within range 8 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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. |
![]() 0.00 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. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 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 Saya the Dwarf Mindslayer level 11
15th Profit 122nd year of Ascendancy at 13:05 see stats
By Saya the Dwarf Mindslayer level 17
14th Dearth 122nd year of Ascendancy at 09:55 see stats
By Saya the Dwarf Mindslayer level 10
3rd Acquisition 122nd year of Ascendancy at 03:20 see stats
By Saya the Dwarf Mindslayer level 15
26th Wealth 122nd year of Ascendancy at 18:53 see stats
By Saya the Dwarf Mindslayer level 5
19th Voratun 122nd year of Ascendancy at 13:09 see stats
By Saya the Dwarf Mindslayer level 10
10th Profit 122nd year of Ascendancy at 09:58 see stats
By Saya the Dwarf Mindslayer level 17
14th Dearth 122nd year of Ascendancy at 07:43 see stats
Log
Ran for 4 turns (stop reason: hostile spotted to the west (Cyrogara the wolf)).
Saya uses Frenzied Focus.
Saya enters a frenzy!
Cyrogara the wolf slows down.
Cyrogara the wolf hits Saya for (6 to psi shield), 7 acid, (1 to psi shield), 4 light (11 total damage).
Saya's Beyond the Flesh hits Cyrogara the wolf for 46 physical, 6 nature, 9 physical, 9 lightning (69 total damage).
Cyrogara the wolf uses Continuous Butchery.
Saya starts to bleed.
Cyrogara the wolf hits Saya for (51 to psi shield), 82 physical, (3 to psi shield), 3 acid, (39 to psi shield), 41 physical, (3 to psi shield), 3 acid (128 total damage).
Saya hits Cyrogara the wolf for 7 physical, 7 physical (14 total damage).
Cyrogara the wolf hits Saya for (6 to psi shield), 7 acid, (1 to psi shield), 4 light (11 total damage).
Bleeding from Cyrogara the wolf hits Saya for (10 to psi shield), 11 physical (11 total damage).
Saya's Beyond the Flesh hits Cyrogara the wolf for 37 physical, 5 nature, 7 physical, 7 lightning (55 total damage).
Saya uses Telekinetic Smash.
Cyrogara the wolf shrugs off the effect 'Stunned'!
Cyrogara the wolf hits Saya for (6 to psi shield), 7 acid, (1 to psi shield), 4 light, (6 to psi shield), 7 acid, (1 to psi shield), 4 light (21 total damage).
Saya hits Cyrogara the wolf for 64 physical, 5 temporal, 4 darkness, 5 nature, 5 nature, 7 physical, 7 lightning, 53 physical, 5 nature, 7 physical, 7 lightning (168 total damage).
Cyrogara the wolf uses Block.
Cyrogara the wolf hits Saya for (6 to psi shield), 7 acid, (1 to psi shield), 4 light (11 total damage).
Bleeding from Cyrogara the wolf hits Saya for (10 to psi shield), 11 physical (11 total damage).
Saya's Beyond the Flesh hits Cyrogara the wolf for (61 blocked), 0 physical, 5 nature, (11 blocked), 0 physical, 7 lightning (11 total damage).
Saya uses Infusion: Regeneration.
Saya starts regenerating health quickly.
Cyrogara the wolf uses To The Arms.
Saving game...