











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Ashes of Urh'Rok 1.7.4Official 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 27 / 30% |
| Size | small |
| Lifes / Deaths | Killed by temporal hound at level 27 on the 79th Regrowth 123rd year of Ascendancy at 02:01 / 1 |
Primary Stats
| Strength | 17 (base 13) |
| Dexterity | 72 (base 52) |
| Constitution | 22 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 24 (base 10) |
| Cunning | 87 (base 58) |
Resources
| Life | -134/664 |
| Stamina | 3/259 |
| Healing Factor | 1.3624166372473 |
| Regeneration | 16.689603806279 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +30% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 47.092680079223 |
| See Invisible | 47.092680079223 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 67 |
| Accuracy | 55 |
| Crit Chance | 39% |
| APR | 18 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 35 |
| Accuracy | 55 |
| Crit Chance | 38% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 4.6666666666667 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Physical | +6% |
| Arcane | +9% |
| Darkness | +12% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
| Light | +15% |
| Physical | +65% |
| Mind | +25% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 17 (57.155997060385%) |
| Defense | 54 |
| Ranged Defense | 54 |
| Fatigue | 0 |
| Physical Save | 27 |
| Spell Save | 35 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Blight | + 70%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 54%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 9%( 70%) |
| Temporal | + 12%( 70%) |
| Physical | + 7%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 31%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Disarm Resistance | 0% |
| Bleed Resistance | 20% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 371 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 2 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: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 821% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 2.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by poison gas trap. Escort: temporal explorer (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed vial of fire wyrm saliva. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Mydulach' (0 def, 1 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Changes stats: +4 Str / +3 Wil / +3 Cun Changes resistances penetration: +5% physical Changes damage: +9% arcane / +3% physical Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Maximum mana: +20.00 A pair of boots made of leather. |
| Light source | Urodin the EclipsesparInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 22% Damage when hit (Melee): 2 blight Changes stats: +4 Wil Changes resistances: +6% blight Changes resistances penetration: +15% light Changes damage: +12% darkness Critical mult.: +11.00% Light radius: +6 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 | Glowtide (0 def, 1 armour)Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +12% lightning / +6% temporal / +19% blight / +6% cold / +6% nature Light radius: +3 A cap made of leather. |
| On hands | Cuthustir (0 def, 7 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +7 Changes resistances: +9% blight / +6% mind Spell save: +12 (+6 eff.) Mental save: +9 (+4 eff.) Maximum life: +61.00 Mindpower: +15 (+5 eff.) Mental crit. chance: +2% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Branegund the elm wand of conjuration [power 105] (13 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Defense: +10 (+3 eff.) Changes resistances penetration: +20% physical Reduces incoming crit damage: 5.00% Stamina each turn: +2.00 Maximum stamina: +30.00 It can be used to fire a magical bolt dealing 105 lightning damage Activation puts all charms on cooldown for 13 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Dagodunadar'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to reduce armor by 10% Changes stats: +2 Con Changes resistances: +9% acid Changes resistances penetration: +20% physical Changes damage: +12% acid Spell save: +13 (+6 eff.) Maximum stamina: +16.00 Rings make your fingers look great! |
| On fingers | Quenchnail the steel ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Damage when hit (Melee): 2 cold Changes stats: +2 Dex Changes resistances: +6% blight / +12% fire / +5% arcane Reduces incoming crit damage: 10.00% Life regen: +10.00 Maximum life: +49.00 Healing mod.: +11% Rings make your fingers look great! |
| Around neck | CracklewolfCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +6 Fatigue: -4% Changes stats: +4 Dex / +4 Cun / +4 Con Changes resistances: +6% cold Changes resistances penetration: +10% lightning Physical save: +15 (+8 eff.) Life regen: +2.00 Stamina each turn: +0.40 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Grinesta (10-14 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.5 - 13.7 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Changes resistances: +3% lightning / +3% light / +6% nature Cut immunity: +20% Confusion immunity: +10% Sharp, short and deadly. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +15% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | slime-covered steel dagger of dampening (12-16 power, 6 apr)Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 12.0 - 15.6 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 54% When wielded/worn: Changes resistances: +9% acid / +8% lightning / +8% cold / +9% fire / +2% all Spell save: +6 (+3 eff.) Sharp, short and deadly. |
| Cloak | linen cloak 'Pitchkin' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +6% acid / +6% fire / +12% blight / +11% cold / +9% mind / +6% lightning Changes resistances penetration: +10% darkness / +25% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Armozilarach (6 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Fatigue: +6% Changes stats: +2 Dex / +1 Con Changes resistances: +5% arcane / +1% physical Changes resistances penetration: +20% physical Changes damage: +3% physical Critical mult.: +5.00% Movement speed: +20% A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.healing infusion (heal 77; cd 11) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -465; dur 6; cd 25)Infused by nature 0.10 Encumbrance. Type: scroll / infusion 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 endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -465 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1024 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
cleansing copper amulet of mastery (0.12 Cunning / Stealth)Infused by arcane disrupting forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% nature / +11% blight Talent mastery: +0.12 Cunning / Stealth Poison immunity: +23% Disease immunity: +23% Amulets make your neck look great! |
This item will automatically be transmogrified when you leave the level.Serpentspire the stralite dagger (28-36 power, 9 apr) Requires: - Dexterity 35 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Base power: 28.0 - 36.4 Uses stats: 50% Cun, 50% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 10% * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Damage (Melee): +20 arcane Damage (radius 2) on crit: +20 nature When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 10% Changes resistances: +5% arcane / +3% nature Changes resistances penetration: +10% acid Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.flaming stralite greatmaul of torment (54-82 power, 3 apr) Requires: - Strength 35 Powered by arcane forces Infused by psionic forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 54.5 - 81.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Damage (radius 1) on hit: +17 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level.Ichoridol (34-54 power, 2 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.5 - 53.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +20 nature / +20 temporal When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes resistances: +5% arcane Changes resistances penetration: +25% temporal Changes damage: +24% arcane Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.stralite greatsword 'Plaguebliss' (51-82 power, 3 apr) Requires: - Strength 35 Powered by arcane forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 51.0 - 81.6 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +12 darkness / +34 cold Damage (radius 1) on hit: +16 nature When wielded/worn: Damage when hit (Melee): 10 nature Changes damage: +15% arcane Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +20 (+4 eff.) Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.pulsing mindstar of sand (14-15 power, 32 apr, nature damage) Requires: - Willpower 35 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.5 - 14.9 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Damage (Melee): 14 physical Changes resistances: +6% physical Changes resistances penetration: +13% physical Changes damage: +15% physical Talent granted: +1 Attune Mindstar Mindpower: +8 (+2 eff.) Mental crit. chance: +4% 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. |
Lelyldir (15-18 power, 3 apr, light element)Requires: - Magic 16 Powered by arcane forces Infused by nature 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +1.0% Defense: +6 (+2 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage (Melee): 21 fire Damage when hit (Melee): 2 mind Changes resistances penetration: +10% physical Changes damage: +15% light Talent granted: +1 Command Staff Critical mult.: +17.00% Vim when firing critical spell: +2.00 Maximum vim: +12.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% Light radius: +2 See invisible: +9 It can be used to activate talent Illuminate, placing all other charms into a 5 cooldown : Effective talent level: 1.0 Power cost: 5 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 30.74 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
linen cloak 'Ivolratira' (1 def, 15 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Armour: +15 Defense: +1 (+0 eff.) Changes resistances: +3% mind / +11% cold Changes damage: +3% mind / +12% physical A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level.Manaruihell the Morningblast (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 4 fire Changes resistances: +33% lightning / +12% mind / +9% light / +13% all Changes resistances penetration: +10% mind / +20% light Changes damage: +22% lightning / +3% fire / +3% light A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.cashmere robe 'Arebeth' (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Damage when hit (Melee): 6 arcane Changes stats: +3 Cun / +5 Wil Changes resistances: +5% arcane / +15% temporal / +33% light / +11% all Changes damage: +22% light / +9% arcane See invisible: +6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Duryharantir (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +4 Con Changes resistances: +6% blight / +8% fire / +6% temporal / +6% cold Spell save: +3 (+2 eff.) A pair of boots made of leather. |
Velytira (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 cold Changes stats: +3 Str / +2 Cun / +3 Con Changes resistances: +5% cold Changes damage: +3% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.cinder voratun gauntlets of archery (0 def, 3 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +10 Armour: +3 Fatigue: +5% Damage (Melee): 9 fire Changes stats: +3 Cun / +5 Dex Changes resistances: +8% fire Changes damage: +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Arcsmash (0 def, 4 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +3 Con Changes resistances: +13% cold Changes damage: +6% lightning Allows you to breathe in: water Critical mult.: +10.00% Reduces incoming crit damage: 15.00% Physical save: +9 (+5 eff.) Stamina each turn: +3.00 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xeramivena the rough leather cap (5 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Effects when hit in melee: * 11% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Cun Changes damage: +12% physical Critical mult.: +25.00% Mindpower: +20 (+6 eff.) A cap made of leather. |
This item will automatically be transmogrified when you leave the level.bladed dwarven-steel helm of the depths (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +5 Str Changes resistances: +7% cold Allows you to breathe in: water It can be used to activate talent Skullcracker, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 37.9 Physical damage. If the attack hits, the target is confused (42% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dwarven-steel helm 'Glimmersweeper' (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +7 Str / +3 Wil / +4 Con Changes resistances: +18% light Changes resistances penetration: +10% arcane Reduces incoming crit damage: 15.00% Light radius: +3 Infravision radius: +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.Gluwen (4 def, 24 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +24 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +15% light / +39% cold Changes resistances penetration: +20% arcane Life regen: +4.00 Maximum mana: +80.00 A suit of armour made of mail. |
radiant hardened leather armour (9 def, 6 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +9 (+3 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +15% blight / +15% darkness Light radius: +2 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level.stralite plate armour 'Cloudnoon' (0 def, 13 armour) Requires: - Massive armour training - Strength 48 Powered by arcane forces 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +30 (+11 eff.) Armour: +13 Fatigue: +22% Damage when hit (Melee): 6 lightning Changes stats: +4 Dex Changes resistances: +12% acid / +15% cold / +18% light / +18% darkness A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Salarin the Darksmash (23/23, 54-76 power, 15 apr) Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 54.0 - 75.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +17.0% Capacity: 23 On weapon crit: * Wound the target dealing 145 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +12 darkness / +20 mind Damage (radius 1) on hit: +16 darkness When wielded/worn: Ammo reloads per turn: +4 Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level.sentry's quiver of yew arrows of annihilation (41/41, 50-69 power, 27 apr) Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 49.5 - 69.3 Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +27 Crit. chance: +13.0% Capacity: 41 Turns elapse between self-loadings: 3 Travel speed: +200% Arrows are used with bows to pierce your foes to death. |
6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
563 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +1 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
6 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+3 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hellwire the alchemist's lampPowered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Physical crit. chance: +5.0% Armour: +10 Changes resistances: +3% physical / +11% light / +5% arcane Changes resistances penetration: +20% fire Changes damage: +11% darkness / +6% arcane Damage affinity(heal): +5% darkness Light radius: +4 Infravision radius: +4 It can be used to activate talent Moonlight Ray, placing all other charms into a 7 cooldown : Effective talent level: 4.0 Power cost: 7 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 43.96 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Zubilravea the AbysskillerInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical power: +5 (+3 eff.) Damage when hit (Melee): 2 fire Changes resistances: +12% fire Critical mult.: +5.00% Maximum life: +40.00 Light radius: +3 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. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)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 Activation costs 166 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 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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.deadly pouch of stralite shots of accuracy (18/18, 54-65 power, 5 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 4 Base power: 54.5 - 65.4 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +13 Armour Penetration: +5 Crit. chance: +5.5% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.Fogwaker of the Blightspawn [power 340] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Changes stats: -16 Cun / +16 Con Changes resistances: +9% cold Spell save: +3 (+2 eff.) Cut immunity: +20% Disarm immunity: +10% Stun/Freeze immunity: +10% It can be used to project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 360 physical damage Activation puts all charms on cooldown for 13 turns. When used: * Increase the duration of 3 beneficial effects by 1. * Heal for 78. Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (21 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 21 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level.Gleriada the elven-wood wand of conjuration [power 350] (13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 10 arcane Changes stats: +2 Wil Reduces incoming crit damage: 15.00% Mana each turn: +0.12 Spellpower: +30 (+6 eff.) Damage Shield penetration: +30% It can be used to fire a magical bolt dealing 350 cold damage Activation puts all charms on cooldown for 13 turns. When used: * Gain a 34% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sightless the Halfling Rogue level 17
13rd Regrowth 123rd year of Ascendancy at 21:04 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Sightless the Halfling Rogue level 21
55th Regrowth 123rd year of Ascendancy at 23:56 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Sightless the Halfling Rogue level 10
32nd Haze 122nd year of Ascendancy at 10:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Sightless the Halfling Rogue level 20
29th Regrowth 123rd year of Ascendancy at 21:30 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Sightless the Halfling Rogue level 25
74th Regrowth 123rd year of Ascendancy at 14:57 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Sightless the Halfling Rogue level 8
30th Haze 122nd year of Ascendancy at 12:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Sightless the Halfling Rogue level 13
74th Haze 122nd year of Ascendancy at 17:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Sightless the Halfling Rogue level 5
16th Haze 122nd year of Ascendancy at 04:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Sightless the Halfling Rogue level 21
56th Regrowth 123rd year of Ascendancy at 19:37 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sightless the Halfling Rogue level 15
4th Decay 122nd year of Ascendancy at 03:33 see stats
Log
Thought-forged bowman receives 6 healing.
Vulnerability Poison from Sightless hits Temporal hound for 0 arcane damage.
Deadly Poison from Sightless hits Arutha the corrupted mastocytic feeder for 57 to psi, 71 nature (128 total damage).
Deadly Poison from Sightless hits Temporal hound for 84 nature damage.
Deadly Poison from Sightless hits Temporal hound for 0 nature damage.
Deadly Poison from Sightless hits Arutha the corrupted mastocytic feeder for 14 to psi, 18 nature (32 total damage).
Deadly Poison from Sightless hits Temporal hound for 0 nature damage.
Vulnerability Poison from Sightless hits Arutha the corrupted mastocytic feeder for 7 to psi, 9 arcane (16 total damage).
Sightless uses Infusion: Movement.
Sightless is moving at extreme speed!
Temporal hound has started to unravel.
Deadly Poison from Sightless hits Temporal hound for 0 nature damage.
Deadly Poison from Sightless hits Temporal hound for 65 nature damage.
Deadly Poison from Sightless hits Temporal hound for 0 nature damage.
Arutha the corrupted mastocytic feeder casts Command Hounds: Breathe.
Temporal hound's spell attains critical power!
Sightless has regressed.
Temporal hound's spell attains critical power!
Temporal hound's spell attains critical power!
Thought-forged bowman shrugs off the effect 'Regression'!
Temporal hound HEALS from temporal damage!
Temporal hound HEALS from temporal damage!
Temporal hound hits Sightless for 47 temporal damage.
Temporal hound hits Temporal hound for 0 temporal, 76 healing (0 total damage) [76 healing].
Temporal hound hits Temporal hound for 0 temporal, 71 healing (0 total damage) [71 healing].
Temporal hound hits Temporal hound for 0 temporal, 142 healing (0 total damage) [142 healing].
Temporal hound hits Thought-forged bowman for 175 temporal damage.
Sightless the level 27 halfling rogue was timewarped to death by a temporal hound on level 1 of inside a giant tentacle.


















































































































