










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Items Vault 1.5.0Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Solipsist |
| Level / Exp | 19 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by Saluth the gigantic gravity worm at level 19 on the 41st Haze 122nd year of Ascendancy at 21:23 / 1 |
Primary Stats
| Strength | 19 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 20 (base 17) |
| Magic | 10 (base 10) |
| Willpower | 59 (base 47) |
| Cunning | 40 (base 32) |
Resources
| Life | -88/258 |
| Psi | 58/342 |
| Healing Factor | 1.3789473684211 |
| Regeneration | 0.34473684210527 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +78.527335090807% |
Vision
| Sight | 10 |
| Lite | 2 |
| Infravision | 5 |
| See Stealth | 30.359939435378 |
| See Invisible | 30.359939435378 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 15 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 14 |
| Accuracy | 41 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +12% |
| Mind | +13% |
| Light | +9% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (35.629139072848%) |
| Defense | 33 |
| Ranged Defense | 36 |
| Fatigue | 5 |
| Physical Save | 29.51 |
| Spell Save | 39.247 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 13%( 70%) |
| Blight | + 38%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 29%( 70%) |
| All | 0%( 70%) |
| Mind | + 13%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 21%( 70%) |
| Physical | + 9%( 70%) |
| Darkness | + 9%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 24% |
| Bleed Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 39% |
| Poison Resistance | 100% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 16.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| 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 130 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 69 with a minimum range of 15. Its effects scale with your Cunning stat. |
Class Talents
| Psionic / Psychic Assault | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Solipsism | 1.51 |
| 4/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Thought-Forms | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Skeleton | 1.10 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Lucid Dreamer |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The target is stunned, reducing damage by 60%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents do not cooldown. Stunned |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-27% global speed). Solipsism |
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 temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Willpower by +1. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. 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 skeleton mage skull. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed ice ant stinger. * You've found the needed xorn fragment. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | undeterred pair of rough leather boots of evasion (11 def, 1 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Defense: +11 (+5 eff.) Fatigue: +1% Silence immunity: +24% Confusion immunity: +22% Stun/Freeze immunity: +24% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 8 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | SalubaInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Changes resistances: +3% temporal Disease immunity: +5% Confusion immunity: +20% Stun/Freeze immunity: +10% Maximum life: +40.00 Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Lisimida (0 def, 4 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Armour: +4 Fatigue: +4% Changes stats: +8 Lck Changes resistances: +9% lightning / +3% cold / +9% light Confusion immunity: +15% Only die when reaching: -80.00 life Spell crit. chance: +5% Mental crit. chance: +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Gethra (0 def, 1 armour)Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 light Changes stats: +2 Wil Changes resistances: +7% light / +3% mind Changes damage: +3% light / +3% mind Maximum hate: +2.00 Maximum psi: +20.00 Mental crit. chance: +4% Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Poriba (dig speed 31 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Changes stats: +3 Str Changes resistances: +6% blight / +3% cold / +5% arcane / +6% lightning Reduces incoming crit damage: 5.00% Blindness immunity: +10% Stun/Freeze immunity: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 4.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +86 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | psionicist's gold ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +11 (+4 eff.) Confusion immunity: +25% Rings can have magical properties. |
| On fingers | LustrespireCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+4 eff.) Effects on melee hit: * 10% chance to disease Damage when hit (Melee): 20 light Changes stats: +5 Cun / +5 Dex Changes resistances: +9% light Changes damage: +6% light Rings can have magical properties. |
| Around neck | clarifying gold amulet of mastery (0.21 Psionic / Solipsism)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +10% mind Talent mastery: +0.21 Psionic / Solipsism Confusion immunity: +28% Amulets can have magical properties. |
| In main hand | Issythel the Charoozer (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This psionic mindstar has an epiphany about dreams. The set is complete. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +8 fire When wielded/worn: Effects on melee hit: * 20% chance to disease Changes resistances: +12% blight / +6% fire Changes damage: +10% mind / +12% blight Psi when firing a critical mind attack: +2.00 Mindpower: +6 (+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. |
| Around waist | Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | Gleamvein the vined mindstar (5-5.5 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. The natural wyrm seeks an element. This parasitic mindstar will draw strength from other psionic mindstars. The set is complete. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% Burst (radius 1) on hit: +8 light When wielded/worn: Effects on melee hit: * 15% chance to blind Damage when hit (Melee): 3 lightning / 6 physical / 3 cold / 4 fire / 2 acid Changes resistances: +2% lightning / +4% physical / +3% cold / +10% acid / +4% fire Hate when firing a critical mind attack: +2.00 Psi when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +9 (+3 eff.) Mental crit. chance: +2% Life leech chance: +9% Life leech: +11% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Belamina the cashmere cloak (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +3% acid / +9% temporal / +6% nature / +12% light Spell save: +30 (+7 eff.) Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Beludheba (2 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Physical power: +7 (+3 eff.) Armour: +4 Defense: +2 (+1 eff.) Fatigue: +5% Damage (Melee): 5 darkness Damage (Ranged): 6 darkness Changes stats: +3 Con Changes resistances: +10% temporal / +10% darkness / +6% physical Grants telepathy: Dragon Critical mult.: +12.00% Reduces incoming crit damage: 15.00% Physical save: +12 (+4 eff.) Defense after a teleport: +13 Resist all after a teleport: +12% New effects duration reduction after a teleport: +10% It can be used to blink to a nearby random location (rad 8), putting all charms on cooldown for 25 turns. A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level.regeneration infusion of the sneak (heal 315 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 315 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level.vision rune of the wizard (radius 9; dur 16; see undead) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to get a vision of the area surrounding you (9 radius) and to allow you to see invisible and stealthed creatures (power 13) for 16 turns. Your mind will become more receptive for 16 turns, allowing you to sense any undead around. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering OrbsInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Wil Amulets can have magical properties. |
This item will automatically be transmogrified when you leave the level.Glintpain the gold ring Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Damage when hit (Melee): 20 light Changes resistances: +3% light / +6% cold Spell save: +6 (+1 eff.) Disarm immunity: +34% Pinning immunity: +30% Knockback immunity: +26% Maximum life: +31.00 Rings can have magical properties. |
copper ring of clarityInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Mental save: +6 (+3 eff.) Confusion immunity: +21% Rings can have magical properties. |
copper ring of the mountain (+11%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +11% physical Changes damage: +11% physical Rings can have magical properties. |
marksman's steel ring of time (+10%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Dex Changes resistances: +10% temporal Changes damage: +10% temporal Rings can have magical properties. |
savior's steel ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical save: +6 (+2 eff.) Spell save: +9 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +25% Pinning immunity: +21% Knockback immunity: +20% Maximum life: +21.00 Rings can have magical properties. |
This item will automatically be transmogrified when you leave the level.steel battleaxe of massacre (27.5-41.25 power, 2 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Crit. chance: +5.0% Attack speed: 100% Massive two-handed battleaxes. |
Isludherin the steel dagger (11.5-14.95 power, 6 apr)Requires: - Dexterity 16 Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Str, 45% Dex Damage type: Temporal Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * cripple the target * splashes the target with acid Damage (Melee): +6 acid When wielded/worn: Accuracy: +4 (+2 eff.) Physical crit. chance: +4.0% Defense: +6 (+3 eff.) Damage when hit (Melee): 4 blight Changes damage: +9% temporal Disarm immunity: +16% Mana when firing critical spell: +1.00 Spell crit. chance: +2% Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Spelldrinker (27-35.1 power, 8 apr)Requires: - Dexterity 30 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 27.0 - 35.1 Uses stats: 55% Dex, 5% Mag, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +8 Crit. chance: +9.0% Attack speed: 100% When this weapon hits: Disperse Magic (15% chance level 1). On weapon hit: * steals up to 50 mana from the target When wielded/worn: Changes stats: +6 Cun / +6 Mag Changes resistances: +12% arcane Spell save: +12 (+2 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Umbral Razor (25-32.5 power, 10 apr)Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5 Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Crit. chance: +9.0% Attack speed: 100% Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes resistances: +10% darkness Changes resistances penetration: +10% darkness Changes damage: +5% darkness Stealth bonus: +10 It can be used to activate talent Invoke Darkness (costing 8 power out of 10/10) : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 20.05 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
This item will automatically be transmogrified when you leave the level.arcing steel dagger of paradox (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +7 lightning / +5 temporal When wielded/worn: Damage when hit (Melee): 5 temporal Changes resistances: +6% temporal Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.quick steel dagger of erosion (13.5-17.55 power, 6 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 13.5 - 17.6 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 111% Damage (Melee): +4 nature / +6 temporal When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +2 Dex Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.steel dagger of phasing (11.5-14.95 power, 13 apr) Requires: - Dexterity 16 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0 Uses stats: 45% Dex, 45% Str Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +13 Crit. chance: +5.0% Attack speed: 100% Damage Shield penetration (this weapon only): +15% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level.dwarven-steel greatsword 'Shinemire' (33-52.8 power, 2 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 33.0 - 52.8 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 26% chance to cause random gloom Damage (Melee): +16 mind When wielded/worn: Effects on melee hit: * 30% chance to blind Changes stats: +5 Cun / +3 Wil Changes damage: +12% light / +9% lightning Light radius: +3 Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level.Brandusher the yew longbow Requires: - Dexterity 24 - Talent Shoot Infused by arcane disrupting forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 On weapon hit: * 40% chance to corrode armour by 30% Burst (radius 1) on hit: +2 fire When wielded/worn: Physical power: +9 (+4 eff.) Effects on ranged hit: * 14 arcane resource burn Changes stats: +5 Str / +5 Wil / +5 Cun Changes resistances penetration: +18% physical Changes damage: +12% physical Talent mastery: +0.15 Wild-gift / Antimagic Mindpower: +12 (+4 eff.) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.mighty ash longbow Requires: - Dexterity 16 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 When wielded/worn: Physical power: +11 (+5 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.yew longbow 'Weepripper' Requires: - Dexterity 24 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +8 Burst (radius 1) on hit: +8 nature When wielded/worn: Changes stats: +2 Wil / +1 Cun / +6 Con Changes resistances: +6% nature Changes resistances penetration: +5% nature Talent mastery: +0.30 Wild-gift / Fungus Infravision radius: +1 It can be used to regenerate 150 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level.Neryrin the Woespitter (26-36.4 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +8 (+4 eff.) Defense: +8 (+4 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 4 fire Changes resistances: +12% darkness Changes resistances penetration: +20% fire Disarm immunity: +27% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.steel mace of phasing (14.5-20.3 power, 10 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 2 Base power: 14.5 - 20.3 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +10 Crit. chance: +1.0% Attack speed: 100% Damage Shield penetration (this weapon only): +14% Blunt and deadly. |
Eye of Summer (8-8.8 power, 18 apr, fire damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. Nature requires balance in these matters. Base power: 8.0 - 8.8 Uses stats: 35% Wil, 15% Cun Damage type: Fire Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: -10% cold Changes resistances penetration: +10% fire Changes damage: +10% fire Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Global speed: +5% Talent on hit(mindpower): Flame Fury (10% chance level 2). This mindstar glows with a bright warm light, but seems somehow incomplete. |
Umbra's kiss (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural sand should be returned to the wyrm. Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +4 fire Burst (radius 1) on hit: +4 darkness When wielded/worn: Damage when hit (Melee): 8 darkness / 6 physical Changes resistances: +6% physical / +9% fire Changes resistances penetration: +5% physical / +5% fire Changes damage: +12% darkness / +6% physical Mindpower: +4 (+1 eff.) Mental crit. chance: +2% It can be used to activate talent Burrow, placing all other charms into a 30 cooldown : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift and a mind power Description: Allows you to burrow into earthen walls for 3 turns. Your powerful digging abilities also allow you to exploit and smash through enemy defensive weaknesses; You ignore 18 of target armor and 9% of enemy physical damage resistance while this is in effect. At Talent Level 5, this talent can be used instantly, and the cooldown will reduce with levels. Each point in sand drake talents also increases your physical resistance by 0.5%. Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.gifted mossy mindstar of slime (2.5-2.75 power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 9% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes damage: +2% nature Mindpower: +3 (+1 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.horrifying vined mindstar of clarity (5.5-6.05 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 2 mind / 3 darkness Changes damage: +4% mind / +2% darkness Mental save: +2 (+1 eff.) Maximum psi: +12.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.horrifying vined mindstar of the jelly (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 3 mind / 3 darkness Changes damage: +3% acid / +3% mind / +3% darkness Equilibrium when hit: +0.80 Mindpower: +3 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.nature's vined mindstar of slime (4-4.4 power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 4.0 - 4.4 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Effects when hit in melee: * Slows global speed by 3% Changes resistances: +2% blight Changes damage: +7% nature Disease immunity: +10% Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
This item will automatically be transmogrified when you leave the level.Beuregobar the cured leather sling Requires: - Dexterity 16 - Talent Shoot Powered by arcane forces Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / sling ; tier 2 Accuracy bonus: +0.1% dam / acc Attack speed: 143% Firing range: +7 Travel speed: +200% Damage (Ranged): +15 cold Burst (radius 1) on hit: +2 arcane When wielded/worn: Armour: +7 Changes stats: +2 Cun Changes resistances penetration: +10% arcane / +5% cold Changes damage: +10% cold Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level.cruel ash starstaff (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. 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: +2.5% procs dam / acc Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +6 (+6 eff.) Spell crit. chance: +2% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew starstaff 'Ulandil' (20-24 power, 4 apr, physical element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +4 Defense: +7 (+3 eff.) Effects on melee hit: * 10% chance to blind Changes resistances: +9% acid / +6% fire / +3% nature / +12% temporal Changes damage: +20% physical Talent granted: +1 Command Staff Pinning immunity: +30% Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.36 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.yew vilestaff 'Arcpulverizer' (20-24 power, 4 apr, blight element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Defense: +8 (+4 eff.) Effects on melee hit: * 9% chance to blind Damage when hit (Melee): 16 light Changes resistances: +12% lightning Changes resistances penetration: +20% lightning Changes damage: +20% blight Talent granted: +1 Command Staff Spellpower: +9 (+9 eff.) Spell crit. chance: +3% Light radius: +2 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 13.36 light damage. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level.iron steamsaw of massacre (16.5-24.75 power, 0 apr) Requires: - Strength 11 - Talent Steam Pool Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 1 Base power: 16.5 - 24.8 Uses stat: 100% Str Damage type: Physical bleed Mastery: Steamsaw Mastery Accuracy bonus: +0.2% crit / acc Crit. chance: +1.5% Attack speed: 100% Block value: +9 Attacks use: 1.0 Steam When wielded/worn: Armour: +2 Defense: +2 (+1 eff.) Fatigue: +4% Talent granted: +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
This item will automatically be transmogrified when you leave the level.Blindwilder the dwarven-steel waraxe (22-30.8 power, 4 apr) Requires: - Strength 24 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 22.0 - 30.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 40% chance to inflict 15% damage reduction Damage (Melee): +15 insidious poison / +8 acid When wielded/worn: Effects on melee hit: * 15% chance to inflict 15% damage reduction Changes resistances: +18% acid Changes damage: +3% acid / +15% darkness One-handed war axes. |
This item will automatically be transmogrified when you leave the level.acidic steel waraxe of paradox (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * splashes the target with acid Damage (Melee): +5 acid / +6 temporal When wielded/worn: Damage when hit (Melee): 6 temporal Changes resistances: +7% temporal One-handed war axes. |
This item will automatically be transmogrified when you leave the level.chilling steel waraxe (12.5-17.5 power, 3 apr) Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.5 - 17.5 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +9 cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level.steel waraxe of erosion (12-16.8 power, 3 apr) Requires: - Strength 16 Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Base power: 12.0 - 16.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal One-handed war axes. |
IvydaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes resistances: +24% lightning / +6% darkness / +14% fire / +5% arcane / +7% cold Spell save: +6 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Stormvengeance the hardened leather belt Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 8 lightning Changes resistances: +9% darkness Changes resistances penetration: +10% lightning Changes damage: +6% lightning Maximum life: +44.00 A belt that goes around your waist. |
noble's rough leather belt of transcendenceCrafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Reduced damage from: +18% Summoned Physical save: +6 (+2 eff.) Mindpower: +3 (+1 eff.) A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+5 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
linen cloak 'Isytira' (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str / +2 Dex / +6 Mag / +3 Con Maximum life: +32.00 Mental crit. chance: +2% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yeek-fur Robe (9 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +9 (+4 eff.) Changes resistances: +20% cold Changes damage: +5% mind Mental save: +10 (+4 eff.) Mindpower: +5 (+2 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
This item will automatically be transmogrified when you leave the level.ancient cashmere robe (2 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Mag Changes resistances penetration: +7% physical / +6% temporal Changes damage: +11% physical / +5% temporal Reduces paradox anomalies(equivalent to willpower): +8 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level.verdant woollen robe (0 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3 Con Changes damage: +5% nature Poison immunity: +25% Disease immunity: +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Branygorn the Boltmarrow (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+2 eff.) Armour: +1 Fatigue: +1% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning Changes resistances penetration: +5% lightning / +25% temporal A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.Tempestpall (0 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Fatigue: +3% Damage when hit (Melee): 8 lightning Changes resistances: +15% mind / +6% lightning Changes resistances penetration: +10% mind Changes damage: +15% mind Infravision radius: +2 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots 'Scaldresolve' (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 20 fire Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness / +12% fire Changes damage: +9% darkness / +12% fire It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.traveler's pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: -2% Maximum encumbrance: +24 Physical save: +7 (+2 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level.traveler's pair of iron boots of uncanny dodging (3 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Defense: +3 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.Noonswift the dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +2 Changes stats: +2 Str / +2 Con Changes resistances penetration: +20% light Grants telepathy: Demon/Minor Demon/Major Physical save: +7 (+2 eff.) Mental save: +7 (+3 eff.) Disarm immunity: +23% Light radius: +3 Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) These gloves are coated with a thick, green liquid. |
This item will automatically be transmogrified when you leave the level.heroic dwarven-steel gauntlets of butchering (0 def, 6 armour) Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Physical power: +6 (+3 eff.) Armour: +6 Changes resistances: +5% blight Spell save: +10 (+2 eff.) Mental save: +5 (+2 eff.) Maximum life: +40.00 Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level.steady rough leather gloves (0 def, 1 armour) Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Armour: +1 Physical save: +5 (+1 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Elaganor (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +12% lightning / +5% cold Allows you to breathe in: water Poison immunity: +15% Pinning immunity: +15% Knockback immunity: +10% Only die when reaching: -80.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Lavabore the iron helm (0 def, 3 armour)Requires: - Talent Heavy Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% acid / +10% light / +11% darkness / +3% blight / +6% cold / +5% arcane / +12% fire 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.Mucuscutter (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +4 (+2 eff.) Defense: +2 (+1 eff.) Changes resistances: +18% acid Changes resistances penetration: +15% nature Changes damage: +12% acid / +6% nature Physical save: +12 (+4 eff.) Life regen: +0.80 Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
Nimbusblur (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 8 lightning Changes stats: +3 Con / +2 Wil Changes resistances: +18% lightning Equilibrium when hit: +0.08 Mental crit. chance: +3% A cap made of leather. |
This item will automatically be transmogrified when you leave the level.Poliwen (9 def, 4 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +9 (+4 eff.) Ranged Defense: +9 (+4 eff.) Fatigue: +4% Damage when hit (Melee): 8 physical Changes stats: +1 Str / +4 Dex / +6 Con Changes resistances penetration: +20% physical Changes damage: +12% physical Physical save: +7 (+2 eff.) Mental save: +6 (+3 eff.) Healing mod.: +10% It can be used to activate talent Battle Cry, placing all other charms into a 28 cooldown : Effective talent level: 2.0 Power cost: 28 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. 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.hardened leather cap 'Tulafang' (0 def, 3 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +2 Cun Changes resistances: +10% cold Allows you to breathe in: water Equilibrium when hit: +0.20 Mindpower: +4 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +50 A cap made of leather. |
This item will automatically be transmogrified when you leave the level.spiked steel mail armour of acid resistance (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% Damage when hit (Melee): 11 physical Changes resistances: +17% acid A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.steel mail armour (2 def, 6 armour) Requires: - Strength 20 - Talent Heavy Armour Training 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +6 Defense: +2 (+1 eff.) Fatigue: +14% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.Dazzlesweep (5 def, 21 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +21 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 20 light Changes stats: +2 Cun Changes resistances: +9% light Changes resistances penetration: +15% light Reduces incoming crit damage: 15.00% Infravision radius: +3 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.impenetrable dwarven-steel plate armour (5 def, 19 armour) Requires: - Strength 35 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +24% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.steel plate armour of cold resistance (4 def, 9 armour) Requires: - Strength 28 - Talent Heavy Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Defense: +4 (+2 eff.) Fatigue: +22% Changes resistances: +15% cold A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level.Wrathroot's Barkwood (9 def, 10 armour, 60 block) Requires: - Strength 25 - Talent Heavy Armour Training (level 2) Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +3 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
This item will automatically be transmogrified when you leave the level.acidic steel shield of cold resistance (+17%) (6 def, 2 armour, 43.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+3 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Damage (Melee): 6 acid Damage when hit (Melee): 14 acid Changes resistances: +17% cold Talent granted: +2 Block Handheld deflection devices. |
7 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. |
294 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. |
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. |
5 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. |
3 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
alchemist's lamp 'Branohad'Powered by arcane forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +30% blight / +7% darkness / +5% arcane Changes resistances penetration: +15% arcane Spellpower: +4 (+4 eff.) Spell crit. chance: +4% Light radius: +3 Infravision radius: +4 See invisible: +8 The wearer is treated as an undead. The wearer no longer has to breathe. It can be used to activate talent Retch, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 9 turns, and deals 8 blight damage or heals 28 life. Creatures standing in the retch also have 10% chance to remove a physical effect each turn. Undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. A normal brass lantern, enhanced by alchemy to make it brighter. |
Prox's Lucky Halfling FootPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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), costing 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
This item will automatically be transmogrified when you leave the level.pouch of dwarven-steel shots (18/18, 34-40.8 power, 3 apr) Requires: - Dexterity 24 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 34.0 - 40.8 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Crit. chance: +5.0% Capacity: 18 Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.pouch of steel shots of daylight (18/18, 20.5-24.6 power, 2 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 20.5 - 24.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Crit. chance: +4.5% Capacity: 18 Damage (Ranged): +7 light Damage against: +11% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level.storming pouch of steel shots of accuracy (15/15, 22-26.4 power, 2 apr) Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 2 Base power: 22.0 - 26.4 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +2 Crit. chance: +4.5% Capacity: 15 Damage (Ranged): +10 lightning Burst (radius 2) on crit: +7 lightning Shots are used with slings to pummel your foes to death. |
Xeromina [power 141] (25/6 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 8 mind Changes stats: +2 Cun Talent cooldown: Silence (-1 turn) Talent granted: +1 Silence Critical mult.: +15.00% Mental save: +10 (+4 eff.) Equilibrium when hit: +0.16 Maximum hate: +6.00 It can be used to fire a blast of psionic energies in a range 8 beam dealing 28.20 to 56.40 mind damage, putting all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
4 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. |
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. |
3 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. |
citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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 Yarydan the Skeleton Solipsist level 11
2nd Dusk 122nd year of Ascendancy at 13:03 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Yarydan the Skeleton Solipsist level 10
2nd Flare 122nd year of Ascendancy at 18:16 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Yarydan the Skeleton Solipsist level 17
4th Haze 122nd year of Ascendancy at 01:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Yarydan the Skeleton Solipsist level 11
8th Dusk 122nd year of Ascendancy at 13:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Yarydan the Skeleton Solipsist level 13
22nd Dusk 122nd year of Ascendancy at 07:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Yarydan the Skeleton Solipsist level 15
38th Dusk 122nd year of Ascendancy at 23:49 see stats
Log
Yarydan converts some damage to Psi!
Burning from Saluth the gigantic gravity worm hits Yarydan for 6 to psi, 7 physical, 7 to psi, 9 fire (32 total damage).
Yarydan receives 5 healing (6 psi heal).
Saluth the gigantic gravity worm uses Telekinetic Smash.
Yarydan leeches life from Saluth the gigantic gravity worm!
Yarydan converts some damage to Psi!
Yarydan mentally dismisses some damage!
Yarydan hits Saluth the gigantic gravity worm for 0 lightning, 0 fire, (0 to psi shield), 0 acid, (1 to psi shield), 0 physical, 1 cold, 7 light, 0 lightning, 0 fire, (0 to psi shield), 0 acid, (1 to psi shield), 0 physical, 1 cold, 7 light, 0 lightning, 0 fire, (0 to psi shield), 0 acid, (1 to psi shield), 0 physical, 1 cold, 7 light (33 total damage).
Saluth the gigantic gravity worm hits Yarydan for 9 to psi, 11 physical, 9 to psi, 10 nature, 9 to psi, 11 physical, 20 to psi, 24 physical, 9 to psi, 11 physical, 26 to psi, 30 physical, (0 dismissed), 0 to psi, 0 physical, (0 dismissed), 0 to psi, 0 nature, 9 to psi, 11 physical (207 total damage).
Turtle uses Shell Shield.
Turtle takes cover under its shell.
Saluth the gigantic gravity worm's Beyond the Flesh misses Yarydan.
Yarydan stops burning.
Yarydan receives 5 healing (6 psi heal).
Saluth the gigantic gravity worm misses Yarydan.
Yarydan leeches life from Saluth the gigantic gravity worm!
Yarydan converts some damage to Psi!
Yarydan mentally dismisses some damage!
Yarydan hits Saluth the gigantic gravity worm for 0 lightning, 0 fire, (0 to psi shield), 0 acid, (0 to psi shield), 0 physical, 0 cold, 6 light (9 total damage).
Saluth the gigantic gravity worm hits Yarydan for 12 to psi, 14 physical, (12 dismissed), 4 to psi, 5 physical (37 total damage).
Turtle misses Yarydan.
Saluth the gigantic gravity worm's Beyond the Flesh misses Yarydan.
Yarydan leeches life from War hound!
Yarydan converts some damage to Psi!
Yarydan hits War hound for 1 lightning, 1 fire, 0 acid, 2 physical, 1 cold, 7 light (13 total damage).
War hound hits Yarydan for 53 to psi, 62 physical (116 total damage).
Yarydan is no longer out of phase.
Yarydan receives 5 healing (6 psi heal).
Saluth the gigantic gravity worm misses Yarydan.
Saving game...






























































































































