Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.0 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.3.0Donators/Buyers bonus! Interface::boost 1.2.5This addon fixes several UI issues. Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Marson's Autoexplore & Rest Tweaks 1.2.4v2.1.0 *** FOR ToME v1.2.4 ONLY *** Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'First Sighting' stops running when a hostile creature is sighted via telepathy for the first time. The creature will then be ignored by auto-explore until spotted by actual sight, which will trigger a halt as normal. • 'Reset on Rest' is the same as First Sighting, but resting will forget all creatures spotted via telepathy so that they will trigger a stop again. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. Also utilizes C. Lowe/CaptainTrip's 'Rest Tweaks' addon code and updates it to 1.1.5. Additional features: + Compatible with ToME v1.2.4 Notes: Marson's UI Modifications 1.2.5v3.7.0 *** FOR ToME v1.3.0+ ONLY *** An attempt to make 1920x1080 easier on my decaying eyesight, plus a few personal preferences. This is a revamp for the Minimalist UI. It may work for Classic, but hasn't been tested for it. Most settings can be found on the UI tab on the Game Options screen. • Adds a 'Fonts' tab to 'Game Options'. Choose separate font styles and sizes for six categories: * menus & dialogs * HUD elements * tooltips & character sheet * chat & combat log * flying text * lore • Expanded font size range to 8 - 36 points. (Stock range is 10 - 18) • Ability to add your own fonts with a fontpack addon. http://te4.org/games/addons/tome/font_example • Scales most dialog boxes to account for larger fonts. • Hotkey bar revamp: * Frame colors: green = activated talent, blue = sustained talent, yellow = equipped item, orange = unequipped item. Colors on talent screen and buff bar changed to match. * Frame colors do not change when on cooldown. * All talents/items on cooldown will have a red overlay. * Z-layer of key text (C8, etc) moved under color overlay to better differentiate from cooldown text. * Unequipped items get pale yellow color overlay similar to cooldown overlay. * Right-clicking on an item no longer clears the item; it brings up the hotkey assignment menu. (You may clear it from there, as with talents.) • 'Use Talent' screen now also lists all usable items, allowing you to associate a hotkey using the dropdown menu. Objects are separated based on whether they are worn or not and display their current cooldowns. • When assigning a hotkey, the list will show available hotkeys as 1 through 0,-,= with C,S,A,AS, modifiers (example: "Hotkey C7") instead of "Hotkey 1" through "Hotkey 60", so as to match the labels on the hotkey bar. • Enabled and modified 'Creature List' code that was in stock ToME but not used. Lists NPCs in player's sight along with their remaining energy and distance. Mousing over an NPC in the Creature List will center the screen on that creature. Toggle the list on/off with Ctrl-Tab. • 'Limit Terrain Height' option will rescale trees and mushrooms to prevent them from overlapping the grid above them. (Will not affect current level until you leave and return.) • Adds viewport options: 'Original' is the stock behavior from v1.1.5 ToME. The game will use Scroll Distance, but won't show a black border around the map. With a high Scroll Distance, you will remain centered until you get to the edge of the map, at which point the map stops moving and your character moves off-center. 'No Hiding' is now the stock behavior of v1.2.x ToME. It is a bit of a hybrid. The map will scroll similar to 1.1.5, but will show enough of a black border so that your avatar will not hide under UI elements such as the mini-map and hotkey bar. 'Centered' will force the viewport to strictly follow the Scroll Distance setting. If you have it a high number, you will be centered 100% of the time. • Adds option to enable right-click dragging of the viewport. This will coexist with mouse gestures but may not mix with them in a visually pleasing manner. • Separate adjustable background transparencies for dialogs, tooltips, combat log, chat, and hotkeys. • Adjustable tooltip width. • Ability to change tooltip location: each of the four corners / at mouse cursor / opposite corner from mouse. • Tooltip will get out of the way of target location via keyboard as well as mouse cursor. • Ability to disable ambient background noises (dogs barking, water dripping, etc.) on the UI tab in Game Options. Defaults to 'enabled' (no change from stock). • Shields (damage, temporal, etc.) will play a sound when they expire on a character you are controlling. (I've missed that my antimagic shield went down one too many times.) I've included a couple versions of the sound, including silence. (shield_off.ogg created by reg7783 and licensed under the Creative Commons 0 License.) • Adds a choice of tooltip style for the Inventory screen. 'Original' is the same as stock. 'Small Screen' moves the tooltip to either side of the screen so that it obscures less and doesn't bounce around. 'Big Screen' uses a dedicated location between the rag doll and the item list. • If your character knows the talent 'Extract Gems', a tab will appear on the inventory screen listing all items that may be converted to gems based on your current talent level, including items in the Transmogrification Chest. • Adds a 'Usable Items' tab to the Inventory screen. • Adds a 'Preview Talents' button to the character creation screen. This will allow you to view the stats and talents of the current race/class combo without needing to generate a new game. • Character creation screen will remind you if you are in dev/cheat mode. • Ability to ESC from character creation screen. • Alchemist quest shows details about the various rewards you are working towards: "Agrimley the hermit needs your help making an Elixir of Explosive Force, which permanently increase your chance to critically strike with spells by 4%." This will only apply to characters who take the quest after enabling this addon. (Also available as separate addon.) • ToME Bugfix: 'Tactical Overlay' dropdown menu. + ToME v1.3.0 compatible. + Integrated 0player's NPC List speed performance fix. + Added frame highlights when mousing over or dragging a hotkey. Plenum Tooltip: Enhanced actor tooltip display for TOME v2.3 1.2.4Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. ZOmnibus Addon Pack 1.2.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Temporal Warden |
Level / Exp | 22 / 16% |
Size | medium |
Lifes / Deaths | Killed by grave wight at level 22 on the 9th Regrowth 123rd year of Ascendancy at 23:27 / 1 |
Primary Stats
Strength | 16 (base 12) |
Dexterity | 51 (base 43) |
Constitution | 18 (base 10) |
Magic | 70 (base 51) |
Willpower | 39 (base 12) |
Cunning | 11 (base 10) |
Resources
Life | -155/455 |
Paradox | 256 |
Healing Factor | 1 |
Regeneration | 0.25 |
Speed
Mental | +1.9984014443253E-12% |
Attack | +1.9984014443253E-12% |
Movement | -2.2204460492503E-14% |
Spell | +1.9984014443253E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 9 |
See Invisible | 31 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 79 |
Accuracy | 57 |
Crit Chance | 19% |
APR | 10 |
Speed | 0.75 |
Offense: Spell
Spellpower | 51.333333333333 |
Crit Chance | 16% |
Speed | 0.99999999999998 |
Offense: Mind
Mindpower | 31.35 |
Crit Chance | 15% |
Speed | 0.99999999999998 |
Offense: Damage Bonus
All | +12% |
Defense: Base
Armour (hardiness) | 7 (30%) |
Defense | 39.034386747068 |
Ranged Defense | 39.034386747068 |
Fatigue | 9 |
Physical Save | 24.975 |
Spell Save | 35.6 |
Mental Save | 40.85 |
Defense: Resistances
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 26% |
Instadeath Resistance | 100% |
Blind Resistance | 31% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 22 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 235 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 303 damage for 3 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 1.10 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Blade Threading | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Chronomancy / Chronomancy | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
talent | Temporal Hounds |
talent | Contingency |
talent | Weapon Folding |
beneficial effect | Peer into the future, detecting enemies, increasing defense by 16, and granting a 3% chance to ignore critical hits. Precognition |
beneficial effect | The target is recovering 16 life each turn. Recovery |
beneficial effect | The target is waiting to be recalled back to the worldmap. Recalling |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a regenade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Piercing Sight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved talent Precognition (+1 level(s)). | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * 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 |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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. | 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 the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism, which can be used to permanently increase your magic and willpower by three. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed electric eel tail. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | 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 within1 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 | [vs. stealthy pair of rough leather boots (0 def, 1 armour) (On feet)] stealthy pair of rough leather boots (0 def, 1 armour)stealthy pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-) Fatigue: +1% (-) Changes stats: +6(-) Lck / +4(-) Dex Stealth bonus: +6 (-) A pair of boots made of leather. |
Quiver | [vs. quiver of yew arrows of wind (20/20, 34.5-48.3 power, 10 apr) (Quiver)] quiver of yew arrows of wind (20/20, 34.5-48.3 power, 10 apr)quiver of yew arrows of wind (20/20, 34.5-48.3 power, 10 apr) Requires: - Dexterity 24 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.5 - 48.3 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 (-) Physical crit. chance: +2.0% (-) Capacity: 20 (-) On weapon hit: * 10% chance to create an air burst Travel speed: +200% (-) Arrows are used with bows to pierce your foes to death. |
Light source | [vs. watchleader's alchemist's lamp of focus (Light source)] watchleader's alchemist's lamp of focuswatchleader's alchemist's lamp of focus Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +5(-) Wil Changes damage: +10%(-) mind Blindness immunity: +31% (-) Confusion immunity: +16% (-) Light radius: +7 (-) See stealth: +9 (-) See invisible: +10 (-) It can be used to activate talent Track, placing all other charms into a 40 cooldown : Effective talent level: 2.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 15 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | [vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] Steel Helm of Garkul (0 def, 6 armour)Steel Helm of Garkul (0 def, 6 armour) Requires: - Strength 16 - Talent 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 masteries: +0.20(-) Technique / Thuggery Physical save: +12 (+7 eff.) (-) Spell save: +12 (+6 eff.) (-) Mental save: +12 (+6 eff.) (-) A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | [vs. Shard of Crystalized Time =con2= (Tool)] Shard of Crystalized Time =con2=Shard of Crystalized Time =con2= Powered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) (-) Changes stats: +2(-) Con / +4(-) Wil Changes damage: +7%(-) temporal Reduces paradox anomalies(equivalent to willpower): +10 (-) An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | [vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] conjurer's steel ring of blinding strikesconjurer's steel ring of blinding strikes Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 13% chance to blind Damage (Melee): 0(-13) item light blind Effects on ranged hit: * 19% chance to blind Damage (Ranged): 0(-19) item light blind Changes stats: +4(-) Wil / +5(-) Mag Spellpower: +8 (+3 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
On fingers | [vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] psionicist's steel ring of the mountain (+10%)psionicist's steel ring of the mountain (+10%) Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-5) Mag / +2(-2) Wil Changes resistances: +10% physical Changes damage: +10% physical Mental save: +4 (+1 eff.) Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
Around waist | [vs. grounding rough leather belt of the vagrant =con1= (Around waist)] grounding rough leather belt of the vagrant =con1=grounding rough leather belt of the vagrant =con1= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +1(-) Con Changes resistances: +6%(-) lightning / +6%(-) temporal Mental save: +5 (+2 eff.) (-) Mindpower: +4 (+2 eff.) (-) A belt that goes around your waist. |
In main hand | [vs. Surefire (In main hand, 1 of 2)] SurefireSurefire Requires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 133% (-) Firing range: +9 (-) When wielded/worn: Accuracy: +12 (+4 eff.) (-) Physical crit. chance: +5.0% (-) Changes stats: +3(-) Dex Changes damage: +5%(-) physical It can be used to activate talent Steady Shot (costing 8 power out of 8/8) : Effective talent level: 2.0 Power cost: 8 out of 8/8. Range: 9 Travel Speed: instantaneous Description: A steady shot, doing 180% damage. This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. Tap to cycle through comparison choices |
On hands | [vs. Crystle's Astral Bindings (0 def, 0 armour) (On hands)] 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. |
Main armor | [vs. Isirin the silk robe (3 def, 0 armour) (Main armor)] Isirin the silk robe (3 def, 0 armour)Isirin the silk robe (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Defense: +3 (+2 eff.) (-) Changes stats: +1(-) Str / +6(-) Mag / +5(-) Wil Changes resistances: +6%(-) temporal Changes resistances penetration: +13%(-) mind Changes damage: +14%(-) mind / +12%(-) all Grants telepathy: Dragon Mana each turn: +0.18 (-) Psi each turn: +0.87 (-) Maximum psi: +25.00 (-) Spellpower: +14 (+5 eff.) (-) Mindpower: +7 (+4 eff.) (-) Mental crit. chance: +2% (-) Light radius: +2 (-) See invisible: +3 (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | [vs. cashmere cloak 'Healcut' (2 def, 0 armour) (Cloak)] cashmere cloak 'Healcut' (2 def, 0 armour)cashmere cloak 'Healcut' (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-) Damage when hit (Melee): 4(-) nature Physical save: +5 (+2 eff.) (-) Mental save: +8 (+4 eff.) (-) Only die when reaching: -50.00 life (-) See invisible: +18 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | [vs. steel amulet 'Lisiba' (Around neck)] steel amulet 'Lisiba'steel amulet 'Lisiba' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3(-) Mag Changes resistances: +5%(-) physical Stamina each turn: +0.30 (-) Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. healing infusion of the psychic (heal 116)healing infusion of the psychic (heal 116) 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 116 and cleanse 1 wound and 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. |
heroism infusion (+5 for 8 turns, die at -357) heroism infusion (+5 for 8 turns, die at -357)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 5 for 8 turns. While Heroism is active, you will only die when reaching -357 life. However, when below 0 you cannot see how much life you have left. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. 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 titan (443% speed; 4 turns) movement infusion of the titan (443% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use 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 increase movement speed by 443% 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 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. |
[vs. steel amulet 'Lisiba' (Around neck)] savior's gold amulet of teleportationsavior's gold amulet of teleportation Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +0(-3) Mag Changes resistances: +0%(-5%) physical Physical save: +15 (+8 eff.) Spell save: +10 (+5 eff.) Mental save: +13 (+4 eff.) Teleport immunity: +50% Stamina each turn: +0.00 (-0.30) It can be used to teleport you randomly (rad 30), putting all charms on cooldown for 15 turns. Amulets can have magical properties. |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] copper ring of lightning (+22%)copper ring of lightning (+22%) Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Changes resistances: +22% lightning Changes damage: +11% lightning Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] copper ring of sensingcopper ring of sensing Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Blindness immunity: +20% Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Infravision radius: +3 See stealth: +6 See invisible: +5 Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] mule's steel ring of blight (+12%)mule's steel ring of blight (+12%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Changes resistances: +12% blight Changes damage: +12% blight Maximum encumbrance: +20 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] mule's steel ring of lightning (+22%)mule's steel ring of lightning (+22%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Changes resistances: +22% lightning Changes damage: +11% lightning Maximum encumbrance: +22 Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] rogue's steel ring of fire (+20%)rogue's steel ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+3 eff.) Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-5) Mag / +0(-4) Wil / +4 Cun Changes resistances: +20% fire Changes damage: +10% fire Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] steel ringThis item will automatically be transmogrified when you leave the level. steel ring 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] steel ring of the mind (+11%)steel ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Changes resistances: +11% mind Changes damage: +11% mind Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] steel ring of the mind (+11%)steel ring of the mind (+11%) Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +0(-4) Wil / +0(-5) Mag Changes resistances: +11% mind Changes damage: +11% mind Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. conjurer's steel ring of blinding strikes (On fingers, 1 of 2)] warrior's steel ring =str3=warrior's steel ring =str3= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +6 Damage (Melee): 0(-13) item light blind Damage (Ranged): 0(-19) item light blind Changes stats: +3 Str / +0(-5) Mag / +0(-4) Wil Spellpower: +0 (+0 eff.) (-8 (-3 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)] insidious steel greatmaul of massacre (37-55.5 power, 2 apr)This item will automatically be transmogrified when you leave the level. insidious steel greatmaul of massacre (37-55.5 power, 2 apr) Requires: - Magic 16 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 37.0 - 55.5(+37.0 - +55.5) Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.0% Attack speed: 100% (-33%) Firing range: +0 (-9) Damage (Melee): +20 insidious poison When wielded/worn: Accuracy: +0 (+0 eff.) (-12 (-4 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +0(-3) Dex Changes damage: +0%(-5%) physical Massive two-handed mauls. Tap to cycle through comparison choices |
[vs. Surefire (In main hand, 1 of 2)] Ulfaleg =con2=Ulfaleg =con2= Requires: - Dexterity 16 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Mind Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% (-8%) Firing range: +8 (-1) When wielded/worn: Accuracy: +6 (+2 eff.) (-6 (-2 eff.)) Physical crit. chance: +0.0% (-5.0%) Changes stats: +3(-) Dex / +2 Con Changes resistances penetration: +5% mind Changes damage: +0%(-5%) physical / +3% mind / +3% arcane Talent mastery: +0.10 Wild-gift / Fungus Talent cooldown: Steady Shot (-1 turn) Spellpower on spell critical (stacks up to 3 times): +2 Defense after a teleport: +15 It can be used to regenerate 60 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. Tap to cycle through comparison choices |
[vs. Isirin the silk robe (3 def, 0 armour) (Main armor)] Isywyn the cashmere robe (2 def, 0 armour) =str3=Isywyn the cashmere robe (2 def, 0 armour) =str3= Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) (-1 (+0 eff.)) Changes stats: +3(+2) Str / +0(-6) Mag / +0(-5) Wil Changes resistances: +13% mind / +0%(-6%) temporal Changes resistances penetration: +5%(-8%) mind Changes damage: +13%(-1%) mind / +0%(-12%) all Grants telepathy: Dragon Mana each turn: +0.00 (-0.18) Psi each turn: +0.00 (-0.87) Maximum psi: +0.00 (-25.00) Spellpower: +0 (+0 eff.) (-14 (-5 eff.)) Mindpower: +2 (+1 eff.) (-5 (-2 eff.)) Mental crit. chance: +2% (-) Light radius: +0 (-2) See invisible: +0 (-3) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Isirin the silk robe (3 def, 0 armour) (Main armor)] Skin of Many (12 def, 6 armour) =con4=Skin of Many (12 def, 6 armour) =con4= Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+5 eff.) (+9 (+3 eff.)) Fatigue: +7% Changes stats: +0(-1) Str / +0(-6) Mag / +0(-5) Wil / +4 Con Changes resistances: +0%(-6%) temporal Changes resistances penetration: +0%(-13%) mind Changes damage: +0%(-14%) mind / +0%(-12%) all Grants telepathy: Dragon Talent mastery: -0.20 Cunning / Stealth Mana each turn: +0.00 (-0.18) Psi each turn: +0.00 (-0.87) Maximum life: +40.00 Maximum psi: +0.00 (-25.00) Spellpower: +0 (+0 eff.) (-14 (-5 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +0% (-2%) Light radius: +0 (-2) Infravision radius: +3 See invisible: +0 (-3) The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
[vs. Isirin the silk robe (3 def, 0 armour) (Main armor)] steel mail armour 'Duathelbraid' (2 def, 6 armour)This item will automatically be transmogrified when you leave the level. steel mail armour 'Duathelbraid' (2 def, 6 armour) Requires: - Strength 20 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) (-1 (+0 eff.)) Fatigue: +14% Effects on melee hit: * 40% chance to inflict damage reduction Damage when hit (Melee): 8 darkness Changes stats: +0(-1) Str / +0(-6) Mag / +0(-5) Wil Changes resistances: +0%(-6%) temporal / +20% cold Changes resistances penetration: +0%(-13%) mind Changes damage: +0%(-14%) mind / +0%(-12%) all Grants telepathy: Dragon Mana each turn: +0.00 (-0.18) Psi each turn: +0.00 (-0.87) Maximum psi: +0.00 (-25.00) Spellpower: +0 (+0 eff.) (-14 (-5 eff.)) Mindpower: +0 (+0 eff.) (-7 (-4 eff.)) Mental crit. chance: +0% (-2%) Light radius: +0 (-2) See invisible: +0 (-3) A suit of armour made of mail. |
[vs. cashmere cloak 'Healcut' (2 def, 0 armour) (Cloak)] linen cloak of Iron Throne (1 def, 0 armour) =strcon2=linen cloak of Iron Throne (1 def, 0 armour) =strcon2= Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) (-1 (+0 eff.)) Damage when hit (Melee): 0(-4) nature Changes stats: +2 Str / +2 Con Physical save: +0 (+0 eff.) (-5 (-2 eff.)) Mental save: +0 (+0 eff.) (-8 (-4 eff.)) Only die when reaching: +0.00 life (+50.00 life) See invisible: +0 (-18) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Steel Helm of Garkul (0 def, 6 armour) (On head)] rough leather cap of the depths (0 def, 1 armour)rough leather cap of the depths (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 (-5) Fatigue: +1% (-7%) Changes stats: +0(-5) Str / +0(-4) Wil / +0(-5) Con Changes resistances: +7% cold Changes damage: +0%(-10%) physical Talent mastery: +0.00(-0.20) Technique / Thuggery Allows you to breathe in: water Physical save: +0 (+0 eff.) (-12 (-7 eff.)) Spell save: +0 (+0 eff.) (-12 (-6 eff.)) Mental save: +0 (+0 eff.) (-12 (-6 eff.)) A cap made of leather. |
[vs. Shard of Crystalized Time =con2= (Tool)] dwarven-steel pickaxe of endurance (dig speed 32 turns) =str4=dwarven-steel pickaxe of endurance (dig speed 32 turns) =str4= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Fatigue: -4% Changes stats: +4 Str / +0(-4) Wil / +0(-2) Con Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (0/1) Rod of Recall (0/1)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 199/400. 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. |
[vs. Shard of Crystalized Time =con2= (Tool)] quick steel torque of psychoportation [power 25] (21 cooldown)quick steel torque of psychoportation [power 25] (21 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-2) Con / +0(-4) Wil Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) It can be used to teleport randomly (rad 25), putting all charms on cooldown for 21 turns. Torques are made by powerful psionics to store psionic powers. |
[vs. Shard of Crystalized Time =con2= (Tool)] forceful ash totem of thorny skin [power 27] (20 cooldown)This item will automatically be transmogrified when you leave the level. forceful ash totem of thorny skin [power 27] (20 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-2) Con / +0(-4) Wil Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) It can be used to harden the skin for 7 turns increasing armour by 27 and armour hardiness by 40%, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 4 stamina. Natural totems are made by powerful wilders to store nature power. |
[vs. Shard of Crystalized Time =con2= (Tool)] supercharged ash wand of trap destruction [power 47] (19 cooldown)supercharged ash wand of trap destruction [power 47] (19 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Defense: +0 (+0 eff.) (-5 (-2 eff.)) Changes stats: +0(-2) Con / +0(-4) Wil Changes damage: +0%(-7%) temporal Reduces paradox anomalies(equivalent to willpower): +0 (-10) It can be used to disarm traps (47 disarm power, Magic) along a range 4 line, putting all charms on cooldown for 19 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By mighty cactus the Shalore Temporal Warden level 13
25th Dusk 122nd year of Ascendancy at 16:04 see stats
By mighty cactus the Shalore Temporal Warden level 18
1st Decay 122nd year of Ascendancy at 01:04 see stats
By mighty cactus the Shalore Temporal Warden level 10
1st Summertide 122nd year of Ascendancy at 07:20 see stats
By mighty cactus the Shalore Temporal Warden level 20
2nd Allure 123rd year of Ascendancy at 01:10 see stats
By mighty cactus the Shalore Temporal Warden level 13
45th Dusk 122nd year of Ascendancy at 02:24 see stats
By mighty cactus the Shalore Temporal Warden level 10
1st Flare 122nd year of Ascendancy at 12:41 see stats
By mighty cactus the Shalore Temporal Warden level 15
22nd Haze 122nd year of Ascendancy at 03:39 see stats
By mighty cactus the Shalore Temporal Warden level 13
53rd Dusk 122nd year of Ascendancy at 00:36 see stats
By mighty cactus the Shalore Temporal Warden level 21
7th Allure 123rd year of Ascendancy at 07:58 see stats
By mighty cactus the Shalore Temporal Warden level 5
78th Pyre 122nd year of Ascendancy at 08:33 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
There is a grave here (press '' or right click to use).
Resting starts...
Talent Precognition is ready to use.
Rested for 9 turns (stop reason: all resources and life at maximum).
There is a grave here (press '' or right click to use).
Mighty cactus casts Precognition.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.
Emperor wight activates Thunderstorm.
A furious lightning storm forms around emperor wight!
Emperor wight activates Thunderstorm.
A furious lightning storm forms around emperor wight!
Emperor wight activates Thunderstorm.
A furious lightning storm forms around emperor wight!
Emperor wight activates Thunderstorm.
A furious lightning storm forms around emperor wight!
Space around you starts to dissolve...
Emperor wight casts Glacial Vapour.
Grave wight casts Lightning.
Mighty cactus is recovering from the damage!
Your Contingency triggered Rune: Shielding!
Temporal hound has started to unravel.
Grave wight casts Lightning.
Saving game...