Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Arcanum Class Pack 1.3.1Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: NPC Forgiveness 2.4 1.3.0This addon adjusts the way friendly NPC's react to hostile actions by the player. In most cases, the personal reaction of an NPC to the player (friendly/neutral/hostile) will slowly recover (by 10% each turn, minimum 1 point) back to it's default value over time. If the player doesn't further aggravate the NPC, it will eventually become neutral/friendly again. (Though it will still probably have the player targeted, depending on its ai settings which are not addressed in this addon.) The exception is if the player kills another friendly NPC within LOS, which will result in the NPC becoming permanently hostile to the player in most cases. Putting a detrimental status effect on the NPC will create a -25 (negative) reaction to the player (in addition to the penalties from any damage caused). Files affected: Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Items Vault 1.3.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Steamtech UI 1.1.4 Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Draconians 1.3.1Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Beholder (Continuation) 1.1.5Adds Beholders as a playable race. Created by ajfluffy (design, code and conception) and rexorcorum (ideas and artwork), this addon is now being maintained by Nagyhal under the guidance of rexorcorum in ajfluffy's absence. Edit: Had to change the addon's short_name, and so v1.0.6's automatic upload helpfully made us a completely new addon page. Of course it's all on Steam, which is beautiful (thank you DG!), but I'm hoping we can merge the older versions into this thread. We'll look at it tomorrow. Edit of the edit: In the meantime, players who have fallen afoul of my clumsy Flame Laser bug are encouraged to upgrade to v5.9.2 for compatibility reasons. Have fun and happy facemelting! |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Cornac |
Class | Rogue |
Level / Exp | 27 / 29% |
Size | medium |
Lifes / Deaths | Killed by cutpurse at level 4 on the 76th Pyre 122nd year of Ascendancy at 08:56 / 22Killed by Cyrorita the hornet swarm at level 5 on the 77th Pyre 122nd year of Ascendancy at 14:39 Killed by Cyrorita the hornet swarm at level 5 on the 77th Pyre 122nd year of Ascendancy at 15:16 Killed by Cyrorita the hornet swarm at level 6 on the 77th Pyre 122nd year of Ascendancy at 15:56 Killed by Betugamira the forest troll at level 6 on the 77th Pyre 122nd year of Ascendancy at 17:06 Killed by Galle the giant brown rat at level 9 on the 1st Mirth 122nd year of Ascendancy at 00:32 Killed by Aerota the skeleton mage at level 12 on the 2nd Mirth 122nd year of Ascendancy at 09:30 Killed by Aerota the skeleton mage at level 12 on the 2nd Mirth 122nd year of Ascendancy at 17:35 Killed by gwelgoroth at level 15 on the 5th Mirth 122nd year of Ascendancy at 02:34 Killed by gwelgoroth at level 15 on the 5th Mirth 122nd year of Ascendancy at 03:10 Killed by gwelgoroth at level 16 on the 5th Mirth 122nd year of Ascendancy at 03:24 Killed by gwelgoroth at level 16 on the 5th Mirth 122nd year of Ascendancy at 03:44 Killed by Abysmia at level 17 on the 5th Mirth 122nd year of Ascendancy at 05:52 Killed by gwelgoroth at level 17 on the 5th Mirth 122nd year of Ascendancy at 06:26 Killed by Abysmia at level 18 on the 5th Mirth 122nd year of Ascendancy at 08:39 Killed by greater gwelgoroth at level 18 on the 5th Mirth 122nd year of Ascendancy at 10:45 Killed by cutpurse at level 20 on the 8th Mirth 122nd year of Ascendancy at 07:14 Killed by Xerugalaith the drem at level 23 on the 8th Mirth 122nd year of Ascendancy at 13:19 Killed by Xerugalaith the drem at level 23 on the 8th Mirth 122nd year of Ascendancy at 13:56 Killed by Xerugalaith the drem at level 23 on the 8th Mirth 122nd year of Ascendancy at 14:49 Killed by Geth the black mamba at level 25 on the 9th Mirth 122nd year of Ascendancy at 03:39 Killed by Eilinuth the cutpurse at level 27 on the 9th Mirth 122nd year of Ascendancy at 11:06 |
Primary Stats
Strength | 31 (base 28) |
Dexterity | 51 (base 50) |
Constitution | 26 (base 20) |
Magic | 17 (base 10) |
Willpower | 26 (base 20) |
Cunning | 48 (base 48) |
Resources
Life | 544/544 |
Stamina | 218/218 |
Healing Factor | 1 |
Regeneration | 10.546152461984 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 10 |
See Invisible | 3 |
Offense: Mainhand
Damage | 53 |
Accuracy | 57 |
Crit Chance | 34% |
APR | 17 |
Speed | 1.00 |
Offense: Offhand
Damage | 48 |
Accuracy | 57 |
Crit Chance | 34% |
APR | 17 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10.25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 32.7 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 44.434715526784 |
Ranged Defense | 44.434715526784 |
Fatigue | 7 |
Physical Save | 28.9125 |
Spell Save | 48.475 |
Mental Save | 34.3875 |
Defense: Resistances
All | + 7%( 70%) |
Defense: Immunities
Silence Resistance | 27% |
Confusion Resistance | 15% |
Instadeath Resistance | 100% |
Poison Resistance | 16% |
Blind Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
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 50 and cleanse 1 wound and poison effect. |
Class Talents
Cunning / Stealth | 1.58 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual weapons | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Acrobatics | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Cunning / Scoundrel | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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. | active |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You abandoned lost anorithil to death. Escort: lost anorithil (level 2 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 |
Equipment
Light source | preserving brass lantern of the zealot preserving brass lantern of the zealotInfused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Con Changes resistances: +5% blight / +3% all Spell save: +6 (+2 eff.) Life regen: +1.40 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 | stabilizing rough leather cap of constitution (+3) (0 def, 1 armour) stabilizing rough leather cap of constitution (+3) (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +3 Con Physical save: +12 (+6 eff.) A cap made of leather. |
On hands | earth turtle's small tauntlets of strength (+2) (0 def, 2 armour) earth turtle's small tauntlets of strength (+2) (0 def, 2 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +2 Damage (Melee): 6 physical Changes stats: +2 Str Changes resistances: +6% physical Changes damage: +3% physical Talent granted: +1 Block Physical save: +5 (+2 eff.) Spell save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Tauntlets behave like a shield, and allow you to block attacks. 9 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
Tool | Prox's Lucky Halfling Foot 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. |
On fingers | treant's steel ring of arcana(+0.13/turn) treant's steel ring of arcana(+0.13/turn)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +6% nature / +7% blight Poison immunity: +16% Disease immunity: +14% Silence immunity: +27% Mana each turn: +0.13 Rings can have magical properties. |
Around neck | gold amulet 'Radholadan' gold amulet 'Radholadan'Infused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 8 acid Changes stats: +3 Wil Changes resistances: +9% lightning / +15% light / +3% cold / +9% nature / +12% darkness Changes damage: +12% acid Talent mastery: +0.28 Cunning / Stealth Mental save: +10 (+5 eff.) Blindness immunity: +29% Confusion immunity: +15% Mindpower: +8 (+4 eff.) Amulets can have magical properties. |
In main hand | elemental iron dagger (97% power, 5 apr) elemental iron dagger (97% power, 5 apr)Requires: - Dexterity 11 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Power: 97% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Changes resistances penetration: +6% acid / +6% fire / +6% lightning / +6% cold Sharp, short and deadly. |
Around waist | rough leather belt 'Bregikor' rough leather belt 'Bregikor'Powered by arcane forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +6 Changes stats: +1 Str / +5 Mag Mental save: +7 (+4 eff.) Spellpower: +4 (+1 eff.) Light radius: +2 It can be used to create a temporary shield that absorbs 206 damage, putting all charms on cooldown for 17 turns. A belt that goes around your waist. |
In off hand | Cracklevenom the iron dagger (101% power, 5 apr) Cracklevenom the iron dagger (101% power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 101% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% Damage (Melee): +12 insidious poison Burst (radius 1) on hit: +8 light Burst (radius 2) on crit: +6 ice / +8 lightning When wielded/worn: Armour: +5 Effects on melee hit: * 30% chance to daze Changes resistances penetration: +5% lightning / +6% cold Changes damage: +3% light Sharp, short and deadly. |
Cloak | Ce'Nussra the linen cloak (1 def, 0 armour) Ce'Nussra the linen cloak (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +1 Dex / +2 Mag / +2 Wil Changes resistances penetration: +10% acid Changes damage: +6% acid Reduces incoming crit damage: 10.00% See invisible: +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | rough leather armour 'Isawyn' (13 def, 2 armour) rough leather armour 'Isawyn' (13 def, 2 armour)Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +12 Physical crit. chance: +7.0% Armour: +2 Defense: +13 (+4 eff.) Fatigue: +6% Changes stats: +1 Wil / +2 Con Changes resistances: +3% mind Changes resistances penetration: +10% mind Stamina each turn: +1.30 Chance to avoid any damage: +10% It can be used to activate talent Second Wind, placing all other charms into a 19 cooldown : Effective talent level: 5.0 Power cost: 19 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
Inventory
Voltaic Pendant Voltaic PendantPowered by arcane forces Infused by nature 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Ranged): 10 lightning Stun/Freeze immunity: +10% It can be used to activate talent Chain Lightning (costing 17 power out of 50/50) : Effective talent level: 1.0 Power cost: 17 out of 50/50. Range: 10 Travel Speed: instantaneous Is: a spell Description: Invokes a forking beam of lightning doing 8.75 to 26.24 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
This item will automatically be transmogrified when you leave the level. Bregolagar (100% power, 5 apr)Bregolagar (100% power, 5 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Power: 100% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +5 Physical crit. chance: +4.0% Attack speed: 100% On weapon hit: * 20% chance to cause random gloom * 40% chance to disease On weapon crit: * cripple the target Damage (Melee): +4 mind Burst (radius 1) on hit: +8 blight Burst (radius 2) on crit: +8 mind / +6 fire When wielded/worn: Accuracy: +6 (+2 eff.) Physical crit. chance: +5.0% Defense: +5 (+2 eff.) Changes resistances penetration: +5% fire Disarm immunity: +18% Global speed: +2% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. balanced dwarven-steel dagger (119% power, 7 apr)balanced dwarven-steel dagger (119% power, 7 apr) Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 120% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +4 (+1 eff.) Defense: +7 (+2 eff.) Disarm immunity: +18% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. voratun dagger of massacre (158% power, 9 apr)voratun dagger of massacre (158% power, 9 apr) Requires: - Dexterity 48 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 158% Range: 1.3x Uses stats: 45% Cun, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +9 Physical crit. chance: +10.0% Attack speed: 100% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. dwarven-steel longsword (125% power, 4 apr)dwarven-steel longsword (125% power, 4 apr) Requires: - Strength 24 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 126% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel mace of projection (131% power, 4 apr)arcing dwarven-steel mace of projection (131% power, 4 apr) Requires: - Strength 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 131% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +4 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +8 lightning / +5 mind It can be used to project an attack as mind damage doing 150% weapon damage at range 10, putting all charms on cooldown for 4 turns. Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. steel mace (104% power, 3 apr)steel mace (104% power, 3 apr) Requires: - Strength 16 3.00 Encumbrance. Type: weapon / mace ; tier 2 Power: 105% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +1.0% Attack speed: 100% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level. creative thorny mindstar (94% power, 24 apr, mind damage)creative thorny mindstar (94% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 95% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes stats: +6 Cun Critical mult.: +9.00% Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (96% power, 24 apr, nature damage)gifted thorny mindstar (96% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 96% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +9 (+4 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar (98% power, 24 apr, mind damage)gifted thorny mindstar (98% power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 99% Range: 1.1x Uses stats: 40% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Mindpower: +10 (+5 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level. vined mindstar of balance (85% power, 18 apr, mind damage)vined mindstar of balance (85% power, 18 apr, mind damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 85% Range: 1.1x Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Equilibrium when hit: +0.70 Mindpower: +4 (+2 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. dwarven-steel ritual blade of massacre (125% power, 7 apr)dwarven-steel ritual blade of massacre (125% power, 7 apr) Requires: - Magic 20 - Dexterity 20 Crafted by a master 1.00 Encumbrance. Type: weapon / ritual blade ; tier 3 Power: 125% Range: 1.3x Uses stats: 45% Mag, 45% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +7 Physical crit. chance: +6.0% Attack speed: 100% When wielded/worn: Spell crit. chance: +6% Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. steady hardened leather slingsteady hardened leather sling Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / sling ; tier 3 Accuracy bonus: +0.1% dam / acc Attack speed: 125% Firing range: +8 When wielded/worn: Accuracy: +7 (+2 eff.) Talent cooldown: Steady Shot (-1 turn) Slings are used to hurl stones or metal shots at your foes. |
This item will automatically be transmogrified when you leave the level. infernal yew magestaff of dawn (120% power, 4 apr, cold element)infernal yew magestaff of dawn (120% power, 4 apr, cold element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 17 fire Changes stats: +3 Cun Changes damage: +20% cold Talent granted: +1 Command Staff Critical mult.: +21.00% Maximum pos.energy: +20.00 Spellpower: +14 (+4 eff.) Spell crit. chance: +3% See invisible: +8 Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew magestaff of illumination (120% power, 4 apr, fire element)yew magestaff of illumination (120% power, 4 apr, fire element) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Power: 121% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Defense: +7 (+2 eff.) Effects on melee hit: * 10% chance to blind Changes damage: +20% fire Talent granted: +1 Command Staff Spellpower: +9 (+2 eff.) Spell crit. chance: +3% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 4 cooldown : Effective talent level: 2.0 Power cost: 4 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 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 42.80 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. Arakath the steel waraxe (107% power, 3 apr)Arakath the steel waraxe (107% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 107% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +4.0% Attack speed: 100% On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +7.0% Changes resistances: +3% mind / +6% darkness Cut immunity: +15% One-handed war axes. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of Eldoral (2 def, 0 armour)cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Cun / +2 Dex 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. shimmering cashmere robe (2 def, 0 armour)shimmering 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 damage: +12% arcane Maximum mana: +51.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. Blazegrind (0 def, 2 armour)Blazegrind (0 def, 2 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Armour: +2 Damage (Melee): 10 light / 10 temporal Damage (Ranged): 13 temporal Damage when hit (Melee): 4 light Changes stats: +3 Dex Changes resistances: +11% light / +8% temporal Changes resistances penetration: +10% light Changes damage: +5% temporal / +9% light / +12% mind Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. corrosive normal tauntlets (0 def, 4 armour)corrosive normal tauntlets (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +4 Damage (Melee): 8 acid Changes resistances: +7% acid Changes damage: +5% acid Talent granted: +3 Block Tauntlets behave like a shield, and allow you to block attacks. 40 block power. A turtle shell fit with a simple strap. It covers the entire forearm. |
This item will automatically be transmogrified when you leave the level. dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +3 Mag Changes damage: +6% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. temporal rough leather gloves of strength (+3) (0 def, 1 armour)temporal rough leather gloves of strength (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +1 Damage (Melee): 7 temporal Damage (Ranged): 7 temporal Changes stats: +3 Str Changes resistances: +6% temporal Changes damage: +4% temporal Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of the mind (+12%) (2 def, 0 armour)cashmere wizard hat of the mind (+12%) (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +12% mind Changes damage: +12% mind A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. iron helm of constitution (+2) (0 def, 3 armour)iron helm of constitution (+2) (0 def, 3 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +2 Con 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. prismatic rough leather cap (0 def, 1 armour)prismatic rough leather cap (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes resistances: +11% light / +12% darkness A cap made of leather. |
This item will automatically be transmogrified when you leave the level. hardened leather armour of lightning resistance (3 def, 6 armour)hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Changes resistances: +21% lightning A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. rejuvenating hardened leather armour (3 def, 6 armour)rejuvenating hardened leather armour (3 def, 6 armour) Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Life regen: +3.20 Stamina each turn: +0.90 A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Silossra the Flashsweep (5 def, 17 armour)Silossra the Flashsweep (5 def, 17 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature Crafted by a master 17.00 Encumbrance. [Unique] Type: armor / massive ; tier 3 When wielded/worn: Armour: +17 Defense: +5 (+2 eff.) Fatigue: +18% Effects on melee hit: * 10 arcane resource burn Changes stats: +7 Str Changes resistances: +6% acid / +8% physical / +13% darkness / +6% blight / +5% arcane / +3% nature Physical save: +8 (+4 eff.) Spell save: +10 (+3 eff.) Life regen: +4.20 Stamina each turn: +1.50 Light radius: +2 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. 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)impenetrable dwarven-steel plate armour (5 def, 19 armour) Requires: - Strength 35 - Talent 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. rejuvenating dwarven-steel plate armour (5 def, 11 armour)rejuvenating dwarven-steel plate armour (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Life regen: +3.10 Stamina each turn: +0.80 A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour)spiked dwarven-steel plate armour of fire resistance (5 def, 11 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Defense: +5 (+2 eff.) Fatigue: +24% Damage when hit (Melee): 12 physical Changes resistances: +15% fire A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. steel shield (6 def, 2 armour, 44.5 block)steel shield (6 def, 2 armour, 44.5 block) Requires: - Strength 16 - Talent Armour Training (level 2) 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Fatigue: +8% Talent granted: +2 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level. blazing quiver of yew arrows of accuracy (18/18, 136% power, 10 apr)blazing quiver of yew arrows of accuracy (18/18, 136% power, 10 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 137% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +10 Physical crit. chance: +2.0% Capacity: 18 Damage (Ranged): +8 fire Burst (radius 2) on crit: +8 fire Arrows are used with bows to pierce your foes to death. |
64 alchemist agate 64 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. Swampnail the alchemist's lampSwampnail the alchemist's lamp Infused by nature Infused by arcane disrupting forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Defense: +2 (+1 eff.) Ranged Defense: +2 (+1 eff.) Changes stats: +4 Wil Changes resistances: +9% blight / +3% acid / +6% darkness / +3% all Changes resistances penetration: +5% nature Critical mult.: +13.00% Reduces incoming crit damage: 5.00% Physical save: +19 (+10 eff.) Spell save: +10 (+3 eff.) Light radius: +3 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Rod of Recall (3/3) Rod of Recall (3/3)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 110 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. pouch of dwarven-steel shots of daylight (23/23, 143% power, 3 apr)pouch of dwarven-steel shots of daylight (23/23, 143% power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 144% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 23 Damage (Ranged): +5 light Damage against: +8% Undead Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. quick yew totem of cure ailments [power 2] (5 cooldown)quick yew totem of cure ailments [power 2] (5 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to remove up to 2 poisons or diseases from a target within range 7 (Willpower), putting all charms on cooldown for 5 turns. Natural totems are made by powerful wilders to store nature power. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 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 zircon 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
By Abysmia the Cornac Rogue level 10
1st Mirth 122nd year of Ascendancy at 02:17 see stats
By Abysmia the Cornac Rogue level 20
8th Mirth 122nd year of Ascendancy at 05:56 see stats
Log
Golem (servant of Eilinuth the cutpurse) misses Abysmia.
Insidious Poison from Abysmia hits Eilinuth the cutpurse for 2 nature damage.
Bleeding from Abysmia hits Eilinuth the cutpurse for 13 physical damage.
Eilinuth the cutpurse uses Block.
Abysmia uses Dirty Fighting.
The shield around golem (servant of Eilinuth the cutpurse) crumbles.
Golem (servant of Eilinuth the cutpurse) is stunned!
Abysmia hits Golem (servant of Eilinuth the cutpurse) for (42 absorbed), 0 physical, (5 absorbed), 0 physical, , (12 absorbed), 0 lightning, (3 absorbed), 29 physical, 1 nature, 5 physical, , 8 light (44 total damage).
Abysmia hits Eilinuth the cutpurse for 9 lightning, 7 light (16 total damage).
Golem (servant of Eilinuth the cutpurse) misses Abysmia.
Insidious Poison from Abysmia hits Eilinuth the cutpurse for 2 nature damage.
Bleeding from Abysmia hits Eilinuth the cutpurse for (14 blocked), 0 physical (0 total damage).
Eilinuth the cutpurse uses Slash.
Abysmia is a martyr.
Weapon of Wrath hits Abysmia for 84 fire damage.
Eilinuth the cutpurse hits Abysmia for 129 physical, 0 nature, 2 temporal, 11 light (142 total damage).
Shield of Light hits Abysmia for 9 light, 11 light (20 total damage).
Abysmia hits Eilinuth the cutpurse for (8 blocked), 0 acid, (8 blocked), 0 acid (0 total damage).
Abysmia the level 27 cornac rogue was burnt to death by Eilinuth the cutpurse on level 1 of The Maze.
Abysmia stops regenerating health quickly.
Abysmia is no longer influenced by martyrdom.
Abysmia deactivates Insidious Poison.
Abysmia deactivates Lacerating Strikes.
Abysmia deactivates Crippling Poison.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Shield of Light killed Abysmia!
Saving done.