













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Amiga Music Replacement [Pt. 1] 1.5.5 Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Randventurer Class 1.2.3Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Any talent tree that can be learned in the game has a chance of appearing on your character. To keep characters playable, randventurer does several things: Prevents conflicting weapon styles, Limits the number of stats used, Makes sure any requirements are met, Ensures any resources the character has are usable and many other small things. See the forums for more detail about Randventurers. Most addons will work normally and have the talents chosen as part of the random character creation. The following addons have full support:
Stunt's Tweaks 1.3.1Small tweaks and changes. Current changes: 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:
Showing Items Tier in Inventory 1.5.5This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 27 / 39% |
| Size | medium |
| Lifes / Deaths | Killed by Lisossra the rattlesnake at level 18 on the 18th Haze 122nd year of Ascendancy at 04:14 0 / 7Killed by war hound at level 22 on the 29th Haze 122nd year of Ascendancy at 06:23 Killed by Xanyleba the slimy ooze at level 22 on the 29th Haze 122nd year of Ascendancy at 08:03 Killed by war hound at level 22 on the 29th Haze 122nd year of Ascendancy at 10:00 Killed by Xanyleba the slimy ooze at level 24 on the 7th Regrowth 123rd year of Ascendancy at 09:16 Killed by Vorada the gigantic corrosive tunneler at level 24 on the 7th Regrowth 123rd year of Ascendancy at 14:19 Killed by Islunor the white wolf at level 27 on the 22nd Regrowth 123rd year of Ascendancy at 01:53 |
Primary Stats
| Strength | 28 (base 19) |
| Dexterity | 16 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 54 (base 47) |
| Willpower | 43.933223424785 (base 16) |
| Cunning | 71.933223424785 (base 48) |
Resources
| Life | -71/694 |
| Mana | 114/181 |
| Stamina | 218/239 |
| Equilibrium | 18 |
| Healing Factor | 1.496387434555 |
| Regeneration | 126.09247654024 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +41.681053733966% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 40.845502483086 |
| See Invisible | 40.845502483086 |
Offense: Mainhand
| Damage | 60 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 50 |
| Accuracy | 50 |
| Crit Chance | 28% |
| APR | 36 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +23% |
| Lightning | +16% |
| Light | +12% |
| Temporal | +3% |
| Blight | +10% |
| Arcane | +9% |
| Physical | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Temporal | +10% |
| Mind | +25% |
| Arcane | +10% |
| Fire | +5% |
| Lightning | +22% |
Defense: Base
| Armour (hardiness) | 27.138248836956 (69.102564102564%) |
| Defense | 9 |
| Ranged Defense | 23 |
| Fatigue | 1 |
| Physical Save | 21 |
| Spell Save | 38 |
| Mental Save | 46 |
Defense: Resistances
| Blight | + 30%( 70%) |
| Arcane | + 7%( 70%) |
| Mind | + 15%( 70%) |
| All | 0%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 25%( 70%) |
| Temporal | + 9%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 3%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 100% |
| Disarm Resistance | 24% |
| Confusion Resistance | 0% |
| Fear Resistance | 0% |
| Stun Resistance | 52% |
| Poison Resistance | 20% |
| Knockback Resistance | 22% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 26% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 552% 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 32 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1096% for 10 turns and instantly restoring 55 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 439 damage for 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 401 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Fire | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Air | 1.20 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
| Spell / Aegis | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.10 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Stone Skin |
| talent | Arcane Combat |
| talent | Psiblades |
| talent | Arcane Shield |
| talent | Inner Power |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Shielding |
| talent | Arcane Feed |
| detrimental effect | The target is on fire, taking 40.88 fire damage per turn. Burning |
| beneficial effect | The mana surge engulfs the target, regenerating 4.36 mana per turn. Surging mana |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | On death will restore to the source up to 4 times the vim's worth. Bleak Outcome |
| beneficial effect | A flow of life spins around the target, regenerating 80.11 life per turn. Regeneration |
| detrimental effect | Huge cut that bleeds, doing 17.58 physical damage per turn. Bleeding |
| detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +2. | done |
You failed to protect the lost tinker from death by Isladhetira the snow giant. Escort: lost tinker (level 2 of Daikara) | failed |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You have explored the ruins of Kor'Pul and vanquished the Possessed. | active |
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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed snow giant kidney. | 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 within9 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | Nerivena2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +6 Max.HP +52.00 HP.reg +0.40 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Aerasenn the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.crit +6% Dmg.mod +10% blight +3% temporal +9% arcane Res.pen +10% arcane +10% temporal Melee Ret 8 arcane ----- def ----- Defense +2 (+2 eff.) Resists +10% blight Shield.pwr +10% Mind.save +14 (+5 eff.) HP.reg +3.00 Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 133 mind damage and feed you 3 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 26% chance of spreading it to another victim every turn. 25% chance of cross tier effects. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Tool | Mucusstun the yew totem of thorny skin [power 43] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature Melee Ret 20 nature ----- def ----- Resists +12% nature +12% lightning Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Umbraarc the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +2 Con dps ---------- Res.pen +15% darkness Melee Ret 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% temporal Spell.save +12 (+4 eff.) ---------- misc Max.stam +16.00 Rings can have magical properties. |
| On fingers | Lightningrain0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +15% lightning +25% mind Melee Ret 20 mind 8 lightning ----- def ----- Resists +9% lightning Max.HP +26.00 Disarm- +24% Pinning- +28% Knockbk- +22% Rings can have magical properties. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 258 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | blooming thorny mindstar of life (7.5-8.25 power, 48 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 7.5 - 8.3 Mind Uses 77% Wil, 39% Cun Mastery Psiblades Acc uses Wil Apr +48 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +12 (+4 eff.) ----- def ----- Max.HP +16.00 HP.reg +0.50 Heal.mod +11% Heal/summ +28 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | vined mindstar of storms (5-5.5 power, 36 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature This natural lightning should be returned to the wyrm. Power 5.0 - 5.5 Mind Uses 68% Wil, 29% Cun Mastery Psiblades Acc uses Wil Apr +36 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) Dmg.mod +9% lightning Res.pen +7% lightning Melee Ret 7 lightning ----- def ----- Resists +5% lightning 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. |
| Cloak | Balyhir the Hellgrinder (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +7 Wil dps ---------- Mind.crit +3% Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 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 | Hettandil the Thunderlord (2 def, 6 armour)14.0 T2 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +14% Resists +6% lightning +7% arcane +15% mind Spell.save +10 (+4 eff.) Mind.save +21 (+7 eff.) A suit of armour made of mail. |
Inventory
sun infusion (rad 6; power 20; turns 4; dispels darkness)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 10). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 20) for 4 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the psychic (127 acid damage; disarm 5 turns with power 44)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 126.72 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 44 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Willpower stat. 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 301 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 301 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Elitha0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% mind Melee Ret 8 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Defense +6 (+6 eff.) Res.Cap +4% all Phys.save +12 (+6 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper amulet 'Firequeller'0.1 T1 amulet jewelry [Rare] Master While equipped: ----- def ----- Fatigue -5% Resists +6% cold +5% arcane +18% fire HP.reg +1.30 Amulets can have magical properties. |
gold amulet 'Flashrebel'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +6 Str dps ---------- Dmg.mod +9% mind Res.pen +25% fire ----- def ----- Resists +15% mind +3% fire Amulets can have magical properties. |
steel greatmaul 'Dimbrace' (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +12 darkness While equipped: dps ---------- Res.pen +12% physical Acc +9 (+3 eff.) Apr +12 ----- def ----- Defense +3 (+3 eff.) Rng.Def +3 (+2 eff.) Resists +9% nature +9% temporal Phys.save +3 (+2 eff.) Cut- +15% Teleport- +20% Massive two-handed mauls. |
balanced steel greatsword of erosion (24.5-39.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Master Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature +10 temporal While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +12 (+11 eff.) Disarm- +38% Massive two-handed swords. |
elm longbow4.0 T1 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit / acc Atk.spd 125% Range +6 Longbows are used to shoot arrows at your foes. |
Poxraze (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 acid On Crit: * splashes the target with acid While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +9% physical Acc +6 (+2 eff.) Apr +3 Melee Ret 8 nature 8 physical ----- def ----- Armour +6 ---------- misc Max.stam +15.00 Blunt and deadly. |
steel mace (15.5-21.7 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Armochak (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit.r1 +4 physical While equipped: dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +12 (+4 eff.) Melee+ 24 fire Dmg.mod +20% physical Acc +4 (+2 eff.) On Hit (Melee): * 11% chance to disease ----- def ----- Armour +2 Max.HP +30.00 Heal.mod +15% ---------- misc Mana/turn +0.15 Vim/s.crit +3.00 Max.mana +54.00 Max.vim +17.00 See.Invis +10 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Arelle' (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Phasing +20% On Crit.r2 +12 acid On Hit: * 40% chance to corrode armour by 30% While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Spell.crit +5% Spell.pwr +9 (+3 eff.) Dmg.mod +15% acid Res.pen +20% acid ----- def ----- Resists +6% acid Max.HP +20.00 ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 26.18 to 31.42 acid damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
Glerewyn the Cinderspar (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +12 fire While equipped: dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +6 Defense +7 (+7 eff.) Phys.save +12 (+6 eff.) Mind.save +9 (+3 eff.) Silence- +10% Disarm- +32% Confus- +15% Stun/Frz- +15% One-handed war axes. |
rough leather belt 'Tarrithad'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Crit.mult +3.00% Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) Max.HP +30.00 HP.reg +0.20 Heal.mod +5% ---------- misc Equi/ret +0.12 Size +1 A belt that goes around your waist. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +0 Cun +6 Mag dps ---------- Spell.crit +15% Dmg.mod +10% arcane An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Emogamira (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +5% fire Phys.save +6 (+3 eff.) Die.at -40.00 life A pair of boots made of leather. |
Zanuthad the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +2 Fatigue -6% Phys.save +8 (+4 eff.) Mind.save +7 (+3 eff.) Disarm- +20% ---------- misc See.Invis +24 Telepathy Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Sunpower (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +12% light +9% fire Melee Ret 12 fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +4 Fatigue +4% Resists +12% light ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Nerubrebeth' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Str +5 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% HP.reg +0.80 ---------- misc Mana/s.crit +2.00 Vim/s.crit +1.00 A cap made of leather. |
cleansing cured leather armour of command (9 def, 9 armour)9.0 T2 light armor [Ego+] Disrupt/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +9 (+9 eff.) Fatigue +7% Resists +11% nature +11% blight Mind.save +12 (+4 eff.) A suit of armour made of leather. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
453 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Gudan2.0 T1 lite [Rare] Master While equipped: Stats +4 Cun dps ---------- On Hit (Melee): * 20% chance to disease ----- def ----- Resists +9% nature +1% physical Die.at -80.00 life Disease- +25% ---------- misc Light -8 Infravis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Thunderobsidian (15/22, 23.5-28.2 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 23.5 - 28.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 22 Ranged+ +20 mind On Hit.r1 +28 lightning +4 mind On Crit.r2 +12 lightning +4 mind Shots are used with slings to pummel your foes to death. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Gunudustir the ash wand of firewall [power 129] (6 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% mind ----- def ----- Resists +12% mind +20% blight ---------- misc Wards +3 lightning +2 temporal +2 blight +3 fire +2 cold Talents +1 Ward Creates a wall of flames lasting 4 turns (dealing 129 fire damage overall) Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of clairvoyance 'Tulyrorim' [power 11] (6 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- S.pwr/crit +2 ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Mana/turn +0.16 Wards +3 lightning +3 temporal +3 blight +2 fire +3 cold Talents +3 Volcano +1 Ward Cooldown Volcano -2 Reveal the area around you, dispelling darkness (radius 11, power 67 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom (Insane (Adventure) difficulty)
Killed a Bringer of Doom.By Vahvamiäs the Cornac Arcane Blade level 22
77th Haze 122nd year of Ascendancy at 01:02 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Vahvamiäs the Cornac Arcane Blade level 18
72nd Dusk 122nd year of Ascendancy at 23:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Vahvamiäs the Cornac Arcane Blade level 25
19th Regrowth 123rd year of Ascendancy at 20:25 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Vahvamiäs the Cornac Arcane Blade level 10
9th Dusk 122nd year of Ascendancy at 05:48 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Vahvamiäs the Cornac Arcane Blade level 20
20th Haze 122nd year of Ascendancy at 13:59 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Vahvamiäs the Cornac Arcane Blade level 17
42nd Dusk 122nd year of Ascendancy at 06:23 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Vahvamiäs the Cornac Arcane Blade level 18
18th Haze 122nd year of Ascendancy at 22:57 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Vahvamiäs the Cornac Arcane Blade level 6
10th Mirth 122nd year of Ascendancy at 15:42 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Vahvamiäs the Cornac Arcane Blade level 23
77th Haze 122nd year of Ascendancy at 17:24 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Vahvamiäs the Cornac Arcane Blade level 18
1st Time of Equilibrium 122nd year of Ascendancy at 10:54 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Vahvamiäs the Cornac Arcane Blade level 23
77th Haze 122nd year of Ascendancy at 08:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Vahvamiäs the Cornac Arcane Blade level 25
8th Regrowth 123rd year of Ascendancy at 06:47 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Vahvamiäs the Cornac Arcane Blade level 15
17th Dusk 122nd year of Ascendancy at 23:08 see stats
Log
Islunor the white wolf's Beyond the Flesh hits Vahvamiäs for (78 absorbed), 0 physical, (11 absorbed), 0 temporal, (10 absorbed), 0 darkness, (6 absorbed), 0 nature, (5 absorbed), 0 lightning, (11 absorbed), 0 acid, (27 absorbed), 0 physical, (21 absorbed), 0 fire (0 total damage).
Vahvamiäs hits Islunor the white wolf for 11 lightning, (3 to psi shield), 1 temporal, 7 arcane, (17 to psi shield), 6 nature, 11 mind (36 total damage).
Burning from Islunor the white wolf hits Vahvamiäs for (48 absorbed), 0 fire (0 total damage).
Islunor the white wolf uses Realign.
Islunor the white wolf recovers sight.
Islunor the white wolf is cured!
Islunor the white wolf receives 217 healing.
Vahvamiäs casts Pulverizing Auger.
Rocky mountain turns into rocky ground.
Islunor the white wolf shrugs off the effect 'Dazed'!
Vahvamiäs hits Islunor the white wolf for 34 mind, 4 lightning, (67 to psi shield), 143 physical, 30 mind, 4 lightning (216 total damage).
Islunor the white wolf hits Vahvamiäs for (9 absorbed), 0 lightning, (17 absorbed), 0 cold, (9 absorbed), 0 lightning, (17 absorbed), 0 cold (0 total damage).
Your shield crumbles under the damage!
The shield around Vahvamiäs crumbles.
Islunor the white wolf's Beyond the Flesh hits Vahvamiäs for (8 absorbed), 55 physical, 11 temporal, 10 darkness, 6 nature, 5 lightning, 11 acid, 27 physical, 21 fire (146 total damage).
Vahvamiäs hits Islunor the white wolf for 11 lightning, (3 to psi shield), 1 temporal, 7 arcane, (17 to psi shield), 6 nature, 11 mind (36 total damage).
Burning from Islunor the white wolf hits Vahvamiäs for 48 fire damage.
Islunor the white wolf uses Block.
Vahvamiäs hits Islunor the white wolf for 37 mind, (6 blocked), 0 lightning, 29 mind, (6 blocked), 0 lightning (67 total damage).
Islunor the white wolf hits Vahvamiäs for 9 lightning, 17 cold, 9 lightning, 17 cold (52 total damage).
Islunor the white wolf resists the mind attack!
Islunor the white wolf's Beyond the Flesh hits Vahvamiäs for 129 physical, 11 temporal, 10 darkness, 6 nature, 5 lightning, 11 acid, 27 physical, 21 fire (220 total damage).
Vahvamiäs hits Islunor the white wolf for 11 lightning, (3 to psi shield), 1 temporal, 7 arcane, (17 to psi shield), 6 nature, 6 mind (30 total damage).
Burning from Islunor the white wolf hits Vahvamiäs for 48 fire damage.
Islunor the white wolf uses Knockback.
Islunor the white wolf performs a melee critical strike against Vahvamiäs!
Vahvamiäs starts to bleed.
Saving game...











































































































