Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Female |
Race | Cornac |
Class | Adventurer |
Level / Exp | 31 / 7% |
Size | medium |
Lifes / Deaths | Killed by Polulle the elven mage at level 19 on the 6th Haze 122nd year of Ascendancy at 15:24 / 2Killed by Aerysethra the eternal bone giant at level 31 on the 76th Regrowth 123rd year of Ascendancy at 16:43 |
Primary Stats
Strength | 46 (base 31) |
Dexterity | 30 (base 12) |
Constitution | 22 (base 12) |
Magic | 61 (base 60) |
Willpower | 42 (base 31) |
Cunning | 35 (base 22) |
Resources
Mana | 0/440 |
Equilibrium | 48 |
Vim | 20/190 |
Life | -235/793 |
Psi | 112/122 |
Paradox | 951 |
Hate | 100/100 |
Healing Factor | 1.29375 |
Regeneration | 3.5578125 |
Speed
Mental | +37.467786745468% |
Attack | 0% |
Movement | +234.44663431036% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
See Stealth | 32.439030143771 |
See Invisible | 30.439030143771 |
Offense: Mainhand
Damage | 159 |
Accuracy | 49 |
Crit Chance | 32% |
APR | 12 |
Speed | 0.73 |
Offense: Offhand
Damage | 56 |
Accuracy | 49 |
Crit Chance | 40% |
APR | 9 |
Speed | 0.73 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 31 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Physical | +48% |
All | 0% |
Offense: Damage Penetration
Nature | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 55.691541530358 (80%) |
Defense | 34 |
Ranged Defense | 42 |
Fatigue | 19 |
Physical Save | 40 |
Spell Save | 37 |
Mental Save | 45 |
Defense: Resistances
Acid | + 20%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 4%( 70%) |
Cold | + 6%( 70%) |
All | + 4%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 4%( 70%) |
Fire | + 3%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Stun Resistance | 59% |
Confusion Resistance | 28% |
Poison Resistance | 43% |
Blind Resistance | 65% |
Disarm Resistance | 100% |
Bleed Resistance | 80% |
Teleport Resistance | 70% |
Pinning Resistance | 25% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 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: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 416 life over 5 turns. Its effects scale with your Magic 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 405% 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 Cunning stat. |
Class Talents
Psionic / Absorption | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cursed / Rampage | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Spell / Temporal | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Corruption / Rot | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Matter | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Thermal Shield |
talent | Matter Weaving |
talent | Energy Decomposition |
talent | Mitosis |
talent | Infestation |
talent | Reality Smearing |
talent | Disintegration |
talent | Elemental Harmony |
talent | Beyond the Flesh |
detrimental effect | Damage received in the past is returned as 47.05 paradox damage per turn. Reality Smearing |
beneficial effect | The target is rampaging! (+234% movement speed, +37% attack speed, +20% physical damage, +9 physical save, +9 mental save, 20/20 damage shrugged off this turn) Rampaging |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved talent Vision (+1 level(s)). | done |
You failed to protect the injured seer from death by Vorovena the white wolf. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Lisilratta the war bear. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Gloruta the multi-hued drake. Escort: lone alchemist (level 2 of Daikara) | failed |
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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. * You've found the needed ice wyrm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed red crystal shard. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | balanced stralite greatsword of paradox (160% power, 3 apr) balanced stralite greatsword of paradox (160% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 Power: 160% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +14 temporal When wielded/worn: Accuracy: +9 (+3 eff.) Defense: +7 (+3 eff.) Damage when hit (Melee): 13 temporal Changes resistances: +10% temporal Disarm immunity: +39% Massive two-handed swords. |
On hands | Ce'Nigara the Oozerupture (0 def, 1 armour) Ce'Nigara the Oozerupture (0 def, 1 armour)Requires: - Talent Heavy Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Str / +2 Wil / +3 Con Changes resistances penetration: +20% nature Talent mastery: +0.20 Technique / Grappling Critical mult.: +3.00% Disarm immunity: +21% Only die when reaching: -40.00 life Maximum life: +10.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | watchleader's brass lantern of clarity watchleader's brass lantern of clarityCrafted by a master Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Mental save: +6 (+2 eff.) Blindness immunity: +22% Confusion immunity: +13% Light radius: +6 See stealth: +13 See invisible: +11 It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 31 for 7 turns. The radius will increase with your Cunning. 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 | Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)Requires: - Strength 16 - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. [Unique] Type: armor / head ; tier 2 It is part of a set of items. Another of Garkul's heirlooms would bring out his spirit. When wielded/worn: Armour: +6 Fatigue: +8% Changes stats: +5 Str / +4 Wil / +5 Con Changes damage: +10% physical Talent mastery: +0.20 Technique / Thuggery Physical save: +12 (+4 eff.) Spell save: +12 (+5 eff.) Mental save: +12 (+4 eff.) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
On feet | pair of dwarven-steel boots 'Daimuvor' (0 def, 8 armour) pair of dwarven-steel boots 'Daimuvor' (0 def, 8 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: -3% Changes stats: +2 Dex Critical mult.: +12.00% Maximum encumbrance: +34 Physical save: +8 (+3 eff.) Only die when reaching: -80.00 life Maximum life: +20.00 Healing mod.: +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | Beleritta the steel torque of kinetic psionic shield [power 51] (29/20 cooldown) Beleritta the steel torque of kinetic psionic shield [power 51] (29/20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes damage: +3% physical Talent cooldown: Silence (-1 turn) Talents granted: +1 Telekinetic Blast +2 Silence Only die when reaching: -40.00 life It can be used to setup a psionic shield, reducing all physical, nature, temporal and acid damage by 51 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | sneakthief's gold ring of tenacity sneakthief's gold ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +6 Dex Disarm immunity: +20% Pinning immunity: +25% Knockback immunity: +20% Maximum life: +22.00 Rings can have magical properties. |
On fingers | Zanyzilahad the copper ring Zanyzilahad the copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +1 Str / +2 Con Stun/Freeze immunity: +22% Life regen: +1.20 Maximum life: +40.00 Rings can have magical properties. |
Around neck | gold amulet of teleportation gold amulet of teleportationPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Teleport immunity: +50% It can be used to teleport you randomly (rad 37), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
In main hand | Morrigor (161% power, 12 apr) Morrigor (161% power, 12 apr)Requires: - Magic 40 Powered by arcane forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 161% Range: 1.4x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +12 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * deal 30.50 arcane and 30.50 darkness damage (based on Magic) in a radius 1 around the target On weapon kill: * swallows the victim's soul, gaining a new power When wielded/worn: Talent granted: +1 Soul Purge Spellpower: +24 (+8 eff.) Spell crit. chance: +12% It can be used to activate talent Forgery of Haze (costing 30 power out of 30/30) : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: Through the shadows, you forge a temporary copy of yourself, existing for 6 turns. The copy possesses your exact talents and stats, has 51% life and deals 68% damage. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
Around waist | Nerimina NeriminaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +9.0% Physical power: +4 (+1 eff.) Changes stats: +4 Cun / +4 Dex Disarm immunity: +25% Confusion immunity: +15% Teleport immunity: +20% Maximum life: +60.00 Mental crit. chance: +10% A belt that goes around your waist. |
In off hand | Mercy (143% power, 9 apr) Mercy (143% power, 9 apr)Requires: - Dexterity 42 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Power: 143% Range: 1.3x Uses stats: 95% Mag, 33% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Crit. chance: +15.0% Attack speed: 100% On weapon hit: * deals physical damage equal to 3% of the target's missing health When wielded/worn: Changes stats: +6 Str / +6 Dex Critical mult.: +20.00% This dagger was used by a nameless healer during the Age of Dusk. The plagues that ravaged his town were beyond the ability of mortal man to treat, so he took to using his dagger to as an act of mercy when faced with hopeless patients. Despite his good intentions, it is now cursed with dark power, letting it kill in a single stroke against those already weakened. |
Cloak | Layomina the cashmere cloak (9 def, 0 armour) Layomina the cashmere cloak (9 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +6.0% Defense: +9 (+4 eff.) Changes damage: +15% physical Physical save: +8 (+3 eff.) Only die when reaching: -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel mail armour 'Ameldir' (7 def, 10 armour) steel mail armour 'Ameldir' (7 def, 10 armour)Requires: - Strength 20 - Talent Heavy Armour Training Infused by nature Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +10 Defense: +7 (+3 eff.) Fatigue: +14% Changes stats: +1 Mag / +5 Wil / +4 Cun Changes resistances: +3% nature / +3% cold Spell save: +6 (+3 eff.) Mental save: +22 (+7 eff.) Life regen: +1.30 Maximum life: +40.00 Light radius: +1 Healing mod.: +10% A suit of armour made of mail. |
Inventory
healing infusion (heal 50) healing infusion (heal 50)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the duelist (heal 95) healing infusion of the duelist (heal 95)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 95 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the psychic (heal 124) healing infusion of the psychic (heal 124)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 124 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 112) healing infusion of the sneak (heal 112)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 92) healing infusion of the titan (heal 92)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 92 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the titan (heal 78) healing infusion of the titan (heal 78)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 78 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 194) healing infusion of the wizard (heal 194)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 195) healing infusion of the wizard (heal 195)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 195 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 171) healing infusion of the wizard (heal 171)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 171 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (445% speed; 5 turns) movement infusion of the sneak (445% speed; 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (643% speed; 4 turns) movement infusion of the wizard (643% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 643% 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 Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 295 over 5 turns) regeneration infusion of the duelist (heal 295 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 295 life over 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 425 over 5 turns) regeneration infusion of the psychic (heal 425 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 425 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 236 over 5 turns) regeneration infusion of the psychic (heal 236 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 236 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the sneak (heal 278 over 5 turns) regeneration infusion of the sneak (heal 278 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 278 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 242 over 5 turns) regeneration infusion of the titan (heal 242 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 242 life over 5 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 490 over 5 turns) regeneration infusion of the warrior (heal 490 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 490 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the warrior (heal 216 over 5 turns) regeneration infusion of the warrior (heal 216 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the duelist (absorb 402 for 5 turns) shielding rune of the duelist (absorb 402 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 5 turns. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the warrior (absorb 281 for 3 turns) shielding rune of the warrior (absorb 281 for 3 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 281 damage for 3 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Emagamina EmagaminaCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes resistances: +9% mind / +6% acid Changes resistances penetration: +15% acid / +25% mind Changes damage: +15% mind Life regen: +1.50 Amulets can have magical properties. |
Flarezephyr FlarezephyrPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 20 fire Changes stats: +2 Mag Changes resistances: +9% fire Changes resistances penetration: +25% fire Changes damage: +6% acid / +27% light / +6% fire / +5% cold / +6% lightning Spellpower: +4 (+1 eff.) Spell crit. chance: +4% Amulets can have magical properties. |
Neruwyn NeruwynInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +4 Str Changes resistances: +6% mind Changes resistances penetration: +15% mind Changes damage: +24% acid / +12% mind Amulets can have magical properties. |
Voidblood VoidbloodInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +3 Wil Changes resistances: +3% cold / +15% fire / +6% light / +9% temporal Changes resistances penetration: +10% darkness Amulets can have magical properties. |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% light / +12% darkness Blindness immunity: +22% Amulets can have magical properties. |
starlit steel amulet of dexterity (+3) starlit steel amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Dex Changes resistances: +13% light / +15% darkness Blindness immunity: +28% Amulets can have magical properties. |
steel amulet 'Lisywyn' steel amulet 'Lisywyn'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+3 eff.) Defense: +5 (+2 eff.) Changes stats: +8 Lck / +3 Mag Changes damage: +18% blight / +12% temporal Spell save: +6 (+3 eff.) Mana when firing critical spell: +4.00 Maximum mana: +80.00 Reduce all damage from unseen attackers: 13% Amulets can have magical properties. |
Blazeravage BlazeravageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Cun / +3 Str Changes damage: +9% fire Grants telepathy: Humanoid/Orc Hate when firing a critical mind attack: +5.00 Maximum psi: +30.00 Rings can have magical properties. |
Bloodcaller BloodcallerInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Galeterror GaleterrorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Effects on melee hit: * 30% chance to daze at end of turn Changes stats: +5 Mag Changes resistances: +35% lightning Changes resistances penetration: +10% lightning Changes damage: +13% lightning Light radius: +3 Rings can have magical properties. |
Infernowasp the copper ring Infernowasp the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour penetration: +1 Armour: +6 Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Changes stats: +2 Str / +5 Wil / +5 Cun Changes resistances: +15% fire Changes damage: +6% fire / +9% physical Stamina each turn: +0.60 Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Ivenor the steel ring Ivenor the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Physical power: +8 (+2 eff.) Changes stats: +3 Str / +3 Dex / +5 Mag / +2 Wil / +2 Cun Changes damage: +6% physical Life regen: +0.80 Spellpower: +9 (+3 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
Xanedalle the steel ring Xanedalle the steel ringPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +3 Mag / +5 Wil / +8 Cun Changes resistances: +9% blight / +22% fire Changes resistances penetration: +5% mind Changes damage: +11% fire Spellpower: +7 (+2 eff.) Mindpower: +7 (+4 eff.) Rings can have magical properties. |
copper ring 'Ariwyn' copper ring 'Ariwyn'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Cun Critical mult.: +20.00% Stun/Freeze immunity: +21% Life regen: +0.90 Equilibrium when hit: +0.04 Mental crit. chance: +5% Rings can have magical properties. |
copper ring 'Glorivena' copper ring 'Glorivena'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 11% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 11% chance to cause random gloom Damage (Ranged): 7 bleed Changes stats: +2 Cun / +2 Wil Changes resistances penetration: +20% mind Changes damage: +6% mind Hate when firing a critical mind attack: +5.00 Maximum hate: +8.00 Mental crit. chance: +4% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
copper ring 'Morbusrip' copper ring 'Morbusrip'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Damage when hit (Melee): 8 mind Changes stats: +5 Str / +5 Con Changes resistances: +15% mind Changes resistances penetration: +10% nature / +20% mind Changes damage: +6% nature Rings can have magical properties. |
copper ring 'Urthugas' copper ring 'Urthugas'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Con Changes resistances: +5% arcane / +15% temporal Only die when reaching: -40.00 life Rings can have magical properties. |
copper ring of blight (+11%) copper ring of blight (+11%)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% blight Changes damage: +11% blight Rings can have magical properties. |
copper ring of frost (+20%) copper ring of frost (+20%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% cold Changes damage: +10% cold Rings can have magical properties. |
copper ring of power copper ring of powerPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Spellpower: +6 (+2 eff.) Mindpower: +6 (+3 eff.) Rings can have magical properties. |
gladiator's steel ring gladiator's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +5 Str / +5 Con Rings can have magical properties. |
gold ring 'Brightspire' gold ring 'Brightspire'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to blind Changes resistances: +15% acid Changes resistances penetration: +25% acid / +25% light Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +31% Maximum life: +23.00 Light radius: +3 Rings can have magical properties. |
marksman's copper ring marksman's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Rings can have magical properties. |
marksman's steel ring of clarity =3 DEX= marksman's steel ring of clarity =3 DEX=Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Mental save: +7 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
psionicist's steel ring of frost (+24%) psionicist's steel ring of frost (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil Changes resistances: +24% cold Changes damage: +12% cold Mental save: +4 (+1 eff.) Rings can have magical properties. |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Rings can have magical properties. |
savior's copper ring of perseverance savior's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+2 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Stun/Freeze immunity: +20% Life regen: +1.20 Rings can have magical properties. |
sneakthief's steel ring =5 DEX= sneakthief's steel ring =5 DEX=Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+3 eff.) Changes stats: +5 Cun / +5 Dex Rings can have magical properties. |
steel ring 'Samyziladar' steel ring 'Samyziladar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Str / +3 Dex / +1 Con Grants telepathy: Humanoid/Orc Disarm immunity: +31% Pinning immunity: +28% Knockback immunity: +28% Maximum life: +28.00 Mindpower: +8 (+4 eff.) Infravision radius: +3 Rings can have magical properties. |
steel ring of fire (+22%) steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +22% fire Changes damage: +11% fire Rings can have magical properties. |
warrior's gold ring warrior's gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. |
hateful dwarven-steel greatmaul of daylight (151% power, 2 apr) hateful dwarven-steel greatmaul of daylight (151% power, 2 apr)Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 151% Range: 1.5x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +1.5% Attack speed: 100% Damage (Melee): +12 darkness / +10 light Damage against: +9% Living / +7% Undead Massive two-handed mauls. |
flaming stralite greatsword of massacre (174% power, 3 apr) flaming stralite greatsword of massacre (174% power, 3 apr)Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 174% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Burst (radius 1) on hit: +14 fire Massive two-handed swords. |
insidious dwarven-steel greatsword of massacre (158% power, 2 apr) insidious dwarven-steel greatsword of massacre (158% power, 2 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +28 insidious poison Massive two-handed swords. |
living mindstar 'Emogara' (113% power, 40 apr, mind damage) =burrow= living mindstar 'Emogara' (113% power, 40 apr, mind damage) =burrow=Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 5 It is part of a set of items. This natural sand should be returned to the wyrm. This harmonious mindstar will complement other natural mindstars. Power: 113% Range: 1.1x Uses stats: 50% Wil, 50% Mag, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% Damage (Melee): +12 blight When wielded/worn: Armour penetration: +2 Damage when hit (Melee): 9 physical Changes stats: +1 Wil Changes resistances: +7% nature / +12% physical Changes resistances penetration: +6% nature / +14% physical Changes damage: +7% nature / +13% physical Talent mastery: +0.10 Wild-gift / Harmony Equilibrium when hit: +1.50 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +6 (+2 eff.) Mindpower: +17 (+9 eff.) Mental crit. chance: +5% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 16 of target armor and 8% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. 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. |
thorny mindstar 'Asharc' (97% power, 24 apr, mind damage) =7 DEX= thorny mindstar 'Asharc' (97% power, 24 apr, mind damage) =7 DEX=Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 97% Range: 1.1x Uses stats: 40% Wil, 50% Mag, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 5 darkness Changes stats: +7 Dex / +5 Wil / +2 Con Changes resistances penetration: +20% fire Changes damage: +5% mind / +4% darkness Grants telepathy: Humanoid/Orc Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ulfudralar the Cystscar (136% power, 6 apr, light element) Ulfudralar the Cystscar (136% power, 6 apr, light element)Requires: - Magic 48 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 5 It must be held with both hands. Power: 136% Range: 1.2x Uses stat: 130% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Burst (radius 2) on crit: +8 arcane When wielded/worn: Defense: +7 (+3 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to blind Changes resistances: +3% nature / +5% arcane Changes resistances penetration: +15% light Changes damage: +30% light / +9% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +7 Spellpower: +22 (+7 eff.) Spell crit. chance: +5% Light radius: +4 It can be used to conjure elemental energy in a radius 10 cone, dealing 69.62 to 83.54 light damage, putting all charms on cooldown for 8 turns. Staves designed for wielders of magic, by the greats of the art. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused 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. |
Halondil the rough leather belt Halondil the rough leather beltInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 4 arcane Changes stats: +6 Wil Spellpower on spell critical (stacks up to 3 times): +6 Maximum life: +33.00 Damage Shield penetration: +40% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A belt that goes around your waist. |
Rope Belt of the Thaloren Rope Belt of the ThalorenInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +12 (+6 eff.) The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
nightruned rough leather belt of unlife nightruned rough leather belt of unlifePowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +5% blight / +6% light / +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
silk robe 'Bilestake' (3 def, 0 armour) silk robe 'Bilestake' (3 def, 0 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 15% Changes resistances: +9% lightning / +30% darkness / +10% fire / +21% acid / +9% light / +8% blight / +6% cold / +17% mind / +5% arcane Changes resistances penetration: +5% nature Changes damage: +14% acid / +12% nature / +9% arcane Physical save: +32 (+11 eff.) Spell save: +40 (+14 eff.) Mental save: +41 (+14 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eremydir the pair of rough leather boots (0 def, 1 armour) =4 DEX= Eremydir the pair of rough leather boots (0 def, 1 armour) =4 DEX=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +2 (+1 eff.) Armour: +1 Fatigue: -4% Changes stats: +4 Dex / +2 Con Changes resistances: +4% physical Changes damage: +3% mind Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Maximum life: +30.00 A pair of boots made of leather. |
pair of iron boots 'Zeryhad' (0 def, 12 armour) pair of iron boots 'Zeryhad' (0 def, 12 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Armour: +12 Fatigue: +2% Damage when hit (Melee): 8 physical Changes resistances: +9% mind Only die when reaching: -60.00 life Infravision radius: +1 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 'Zubolratta' (17 def, 3 armour) pair of iron boots 'Zubolratta' (17 def, 3 armour)Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +17 (+7 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +2% Damage when hit (Melee): 12 physical Changes stats: +4 Con Physical save: +3 (+1 eff.) Only die when reaching: -80.00 life Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bleakpiercer the rough leather gloves (0 def, 1 armour) Bleakpiercer the rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 blight Changes resistances: +6% blight / +12% nature / +5% arcane Changes damage: +3% blight / +3% darkness Disarm immunity: +15% Knockback immunity: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Earthsting (0 def, 9 armour) Earthsting (0 def, 9 armour)Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +7 (+3 eff.) Armour: +9 Damage (Melee): 9 physical Damage when hit (Melee): 8 fire Changes stats: +4 Str / +4 Wil / +3 Con Changes resistances penetration: +15% nature Changes damage: +5% physical Talent mastery: +0.20 Technique / Grappling Physical save: +7 (+2 eff.) Mental save: +7 (+2 eff.) Disarm immunity: +61% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Mindpower: +2 (+1 eff.) It can be used to activate talent Flamespit (costing 8 power out of 24/24) : Effective talent level: 3.0 Power cost: 8 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 39.81 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Growwend (0 def, 1 armour) Growwend (0 def, 1 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 lightning Changes stats: +5 Str Changes resistances: +6% lightning Changes damage: +4% lightning Physical save: +30 (+10 eff.) Only die when reaching: -60.00 life Healing mod.: +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Emelissra (0 def, 3 armour) =2 DEX= Emelissra (0 def, 3 armour) =2 DEX=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 12 mind / 8 physical Changes stats: +2 Dex Changes resistances penetration: +10% physical Critical mult.: +20.00% Physical save: +30 (+10 eff.) Stamina when hit: +1.60 Equilibrium when hit: +1.50 A cap made of leather. |
Neratira the cashmere wizard hat (2 def, 0 armour) Neratira the cashmere wizard hat (2 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * Slows global speed by 30% * 30% chance to corrode armour by 30% Changes stats: +5 Cun / +5 Wil Changes resistances: +19% acid / +19% fire / +6% cold / +3% lightning Changes damage: +13% acid / +13% fire Spell save: +10 (+4 eff.) Mindpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
Xanolraminn the rough leather cap (0 def, 1 armour) =swim= Xanolraminn the rough leather cap (0 def, 1 armour) =swim=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Physical crit. chance: +2.0% Armour: +1 Fatigue: +1% Changes stats: +5 Str Changes resistances: +7% cold Allows you to breathe in: water Critical mult.: +3.00% Stamina each turn: +0.80 Maximum life: +20.00 A cap made of leather. |
Pyreravage (1 def, 2 armour) =10 DEX + 8 WIL= Pyreravage (1 def, 2 armour) =10 DEX + 8 WIL=Requires: - Strength 10 Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Changes stats: +10 Dex / +8 Wil / +4 Cun / +2 Con Changes resistances penetration: +15% fire Mental save: +12 (+4 eff.) See invisible: +15 A suit of armour made of leather. |
Koharalach the dwarven-steel shield (8 def, 2 armour, 84 block) Koharalach the dwarven-steel shield (8 def, 2 armour, 84 block)Requires: - Strength 24 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 3 When wielded/worn: Armour: +2 Defense: +8 (+4 eff.) Ranged Defense: +8 (+2 eff.) Fatigue: +12% Changes stats: +3 Mag / +3 Cun / +3 Con Changes resistances: +13% physical Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Talent granted: +3 Block Handheld deflection devices. |
5 agate 5 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
438 alchemist agate 438 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.00 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. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 spinel 2 spinel0.00 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. |
Kindlenaught the alchemist's lamp Kindlenaught the alchemist's lampInfused by nature 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +8 (+2 eff.) Effects on melee hit: * 30% chance to blind Changes stats: +5 Wil Changes resistances: +3% light Changes damage: +12% nature Critical mult.: +13.00% Maximum life: +91.00 Light radius: +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Layureta' alchemist's lamp 'Layureta'Powered by arcane forces 0.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Damage when hit (Melee): 31 fire Changes stats: +2 Str / +5 Mag Changes resistances: +13% fire Changes resistances penetration: +5% physical Changes damage: +3% arcane Physical save: +30 (+10 eff.) Only die when reaching: -60.00 life Spellpower: +7 (+2 eff.) Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
hateful dwarven-steel torque of psychoportation [power 33] (29/30 cooldown) hateful dwarven-steel torque of psychoportation [power 33] (29/30 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to teleport randomly (rad 33), putting all charms on cooldown for 30 turns. When used: 100% chance to regenerate 4 hate. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin 'Bethora' [power 16] (29/20 cooldown) =3 STR + 4 CON= elm totem of thorny skin 'Bethora' [power 16] (29/20 cooldown) =3 STR + 4 CON=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Physical power: +4 (+1 eff.) Defense: +9 (+4 eff.) Ranged Defense: +9 (+3 eff.) Effects on melee hit: * 20% chance to disease Changes stats: +3 Str / +4 Con It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30%, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Belyrana [power 163] (29/10 cooldown) Belyrana [power 163] (29/10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Armour penetration: +2 Maximum wards: +2 lightning / +2 temporal / +2 blight / +1 fire / +2 cold Changes damage: +9% physical Talent granted: +1 Ward Stamina each turn: +0.20 Maximum vim: +10.00 Healing mod.: +10% It can be used to fire a bolt of a random element with (base) damage 81 to 163, putting all charms on cooldown for 10 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine 4 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Arlneca the Cornac Adventurer level 22
7th Decay 122nd year of Ascendancy at 18:29 see stats
By Arlneca the Cornac Adventurer level 12
11st Dusk 122nd year of Ascendancy at 07:54 see stats
By Arlneca the Cornac Adventurer level 26
46th Regrowth 123rd year of Ascendancy at 19:23 see stats
By Arlneca the Cornac Adventurer level 10
2nd Dusk 122nd year of Ascendancy at 03:19 see stats
By Arlneca the Cornac Adventurer level 20
9th Haze 122nd year of Ascendancy at 13:39 see stats
By Arlneca the Cornac Adventurer level 30
68th Regrowth 123rd year of Ascendancy at 09:12 see stats
By Arlneca the Cornac Adventurer level 22
48th Haze 122nd year of Ascendancy at 19:43 see stats
By Arlneca the Cornac Adventurer level 30
70th Regrowth 123rd year of Ascendancy at 05:19 see stats
By Arlneca the Cornac Adventurer level 12
5th Dusk 122nd year of Ascendancy at 10:36 see stats
By Arlneca the Cornac Adventurer level 14
23rd Dusk 122nd year of Ascendancy at 23:10 see stats
By Arlneca the Cornac Adventurer level 26
41st Regrowth 123rd year of Ascendancy at 19:50 see stats
By Arlneca the Cornac Adventurer level 19
9th Haze 122nd year of Ascendancy at 11:46 see stats
By Arlneca the Cornac Adventurer level 19
6th Haze 122nd year of Ascendancy at 15:25 see stats
Log
Aerysethra the eternal bone giant hits Arlneca for (2 dissipated), (1 converted), 4 blight, 1 healing (4 total damage) [2 healing].
Arlneca's Beyond the Flesh hits Aerysethra the eternal bone giant for 80 physical, 5 temporal (85 total damage).
Your hatred grows even as your life fades! (+4 hate)
Arlneca begins rampaging!
Your hatred grows even as your life fades! (+4 hate)
Arlneca converts damage to paradox!
Arlneca HEALS from blight damage!
Aerysethra the eternal bone giant hits Arlneca for (32 to psi shield), (36 dissipated), (25 converted), 60 physical, (1 dissipated), 0 blight, (2 to psi shield), (2 dissipated), 0 arcane, (32 to psi shield), (38 dissipated), (23 converted), 54 physical, (2 dissipated), (1 converted), 4 darkness, (1 dissipated), (0 converted), 2 blight, (2 to psi shield), (2 dissipated), (1 converted), 4 arcane (125 total damage).
Arlneca hits Aerysethra the eternal bone giant for 4 temporal, 4 temporal (10 total damage).
Arlneca casts Induce Anomaly.
Arlneca is confused and fails to use Anomaly Temporal Shield.
You've moved to another time thread.
You feel your rampage slowing down. (-1 duration)
Arlneca deactivates Kinetic Shield.
You feel your rampage slowing down. (-1 duration)
Arlneca causes a tornado storm.
Arlneca's spell attains critical power!
You feel your rampage slowing down. (-1 duration)
You've moved to another time thread.
Arlneca has shrugged off 20 damage and is ready for more.
Aerysethra the eternal bone giant's beneficial effect was stripped!
Arlneca seems more focused.
Arlneca has recovered!
Arlneca HEALS from blight damage!
Aerysethra the eternal bone giant hits Arlneca for (2 dissipated), 0 blight, 1 healing (0 total damage) [2 healing].
Arlneca's Beyond the Flesh hits Aerysethra the eternal bone giant for 45 physical, 5 temporal (51 total damage).
Aerysethra the eternal bone giant casts Warp Blade.
Your hatred grows even as your life fades! (+4 hate)
Saving game...