











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Use Item Shortcuts 1.4.0Adds some additional entries to the inventory's use-item dialog to more conveniently apply some talents to items in inventory. Current added entries are:
In addition, if you have turned off the "Object & Creature links" chat message filter under Game Options, the "Link item in chat" entry is removed from the dialog. (new in v3) Also adds game option "[ZOmnibus] | Allow object actions in stores", which will allow some item actions (like tagging) to be performed on items in your inventory from within the store dialog. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. A Few Bug Fixes 1.5.10Fixed a few bugs(benificial bugs not included) that I can remember right now.
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:
Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.5.0Donators/Buyers bonus! Post Effects fixes 1.5.10The addon improves gamefield view during different post effects Here is details about what been changed: Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Logical Alchemists 1.5.10Makes alchemists focus on creating elixirs that you are not currently helping them with. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Possessor Bonus Class 1.5.4Donators/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. Conveyance Reward 1.5.5This adds the Spell/Conveyance tree as a reward for completing the Tempest Peak questline for Angolwen. All the code is borrowed from DG's own, and thus everything works the same as antimagic characters getting Fungus. Extra Dungeons 1.5.5In 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: Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Adventuring Party 1.5.5Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Dwarf |
Class | Berserker |
Level / Exp | 28 / 72% |
Size | medium |
Lifes / Deaths | Killed by Bethirassra the large brown snake at level 28 on the 17th Profit 123rd year of Ascendancy at 14:17 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 72 (base 60) |
Dexterity | 61 (base 60) |
Constitution | 74 (base 60) |
Magic | 58 (base 60) |
Willpower | 73 (base 60) |
Cunning | 64 (base 60) |
Resources
Life | -25/1184 |
Stamina | 328/328 |
Equilibrium | 37 |
Healing Factor | 1.5912621718229 |
Regeneration | 30.284426516613 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +62.5% |
Vision
Sight | 10 |
Lite | 2 |
Infravision | 9 |
See Stealth | 73.228817059966 |
See Invisible | 73.228817059966 |
ESP Range | 10 |
ESP Kinds | humanoid/orc |
Offense: Mainhand
Damage | 147 |
Accuracy | 72 |
Crit Chance | 89% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 45 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +5% |
Nature | +24% |
All | +2% |
Offense: Damage Penetration
Mind | +5% |
Defense: Base
Armour (hardiness) | -4.1579156730734 (97.241379310345%) |
Defense | 0 |
Ranged Defense | 12 |
Fatigue | 21 |
Physical Save | 60 |
Spell Save | 63 |
Mental Save | 35 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 37%( 70%) |
Arcane | + 70%( 70%) |
Cold | + 37%( 70%) |
All | + 15%( 70%) |
Lightning | + 25%( 70%) |
Light | + 18%( 70%) |
Mind | + 12%( 70%) |
Physical | -14%( 70%) |
Darkness | + 23%( 70%) |
Fire | + 20%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Stun Resistance | 60% |
Pinning Resistance | 60% |
Instadeath Resistance | 100% |
Disarm Resistance | 5% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 20% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 650 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 204 and cleanse 1 wound and 1 poison effect. Its effects scale with your Constitution stat. |
Class Talents
Technique / Berserker's strength | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Bloodthirst | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Archery training | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Warcries | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat techniques | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Race / Dwarf | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 0/14 |
| 0/28 |
| 0/3 |
| 0/2 |
| 0/2 |
| 0/2 |
Wild-gift / Antimagic | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Conditioning | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Call of the wild | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Effects
talent | Berserker Rage |
talent | Antimagic Shield |
detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
detrimental effect | Reduces global action speed by 60%. Slow |
beneficial effect | Increases critical hit chance by 36%. Berserker Rage |
beneficial effect | The target is wide awake and has 151% resistance to sleep effects. Insomnia |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
beneficial effect | The target is recovering 57 life each turn. Recovery |
detrimental effect | The target is plagued by inner demons and each turn there's a 24% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The target's will to defend itself is shattered by the powerful battle cry, reducing defense by 74. Battle Cry |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target is poisoned, taking 4.71 nature damage per turn and decreasing all heals received by 37%. Insidious Poison |
detrimental effect | Fatigue from poor sleep, dealing 97.09 mind damage per turn. Restless Night |
beneficial effect | You gain 72% resistance against arcane. Resolve |
detrimental effect | Huge cut that bleeds, doing 2.67 physical damage per turn. Bleeding |
detrimental effect | The target's armour and saves are broken, reducing them by 46. Sunder Armour |
detrimental effect | Zone-wide effect: Strong scents fill the air and make you feel drowsy. If the timer reaches 0 you will fall into a dreaming sleep state. -10% mind resistance, -20% sleep resistance, +10% nature damage. Heady Scent |
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 injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Dexterity by +2. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 104. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed bear paw. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed naga tongue. * You've found the needed giant spider spinneret. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 within18 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Fatigue +2% Resists +3% light +6% cold Max.HP +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 3.0 T2 shot ammo [Random Unique] Nature/Master Power 20.5 - 24.6 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +11.5% Capacity 19 Ranged+ +5 bleed +11 fire On Hit.r1 +4 light On Crit.r2 +7 fire On Hit: * Slows global speed by 40% On Crit: * wounds the target for 7 turns: 19 bleeding, 66% reduced healing * cripple the target Shots are used with slings to pummel your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature Res.pen +5% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% mind Max.HP +43.00 ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 3.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Dex dps ---------- Phys.crit +4.0% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +7 Defense +3 (+0 eff.) Rng.Def +3 (+3 eff.) Fatigue +5% Resists +3% lightning HP.reg +0.40 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T2 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +9% nature Phasing +40% On Hit (Melee): * Slows global speed by 30% Teleport randomly (rad 29) Puts all charms on 17 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +5 Str +4 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 8 bleed Ranged+ 8 bleed On Hit (Melee): * 10% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 12 cooldown Level 2.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
In main hand | ![]() 3.0 T3 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 35.0 - 56.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +33 insidious poison On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: Stats +3 Wil dps ---------- Phys.crit +10.0% Spell.crit +2% Dmg.mod +3% arcane Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +1 HP.reg +1.30 ---------- misc Stam/turn +0.50 Equi/ret +0.12 Max.stam +10.00 Telepathy Humanoid/Orc Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T2 massive armor [Random Unique] Nature While equipped: ----- def ----- Armour +11 Defense +4 (+0 eff.) Fatigue +22% Resists +6% blight +3% fire Max.HP +83.00 HP.reg +6.10 Heal.mod +27% Disarm- +5% ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +9% lightning +3% fire +5% arcane +9% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Acc +8 (+2 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +6 (+0 eff.) Rng.Def +6 (+6 eff.) Resists +15% acid +5% physical Phys.save +40 (+10 eff.) Max.HP +45.00 HP.reg +1.20 Amulets can have magical properties. |
Inventory
![]() 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 479 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1154% for 10 turns and instantly restoring 58 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +3 Wil +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Armour +7 Defense +9 (+0 eff.) Rng.Def +3 (+3 eff.) Fatigue -4% Res.Cap +3% all Phys.save +10 (+3 eff.) HP.reg +0.50 Blind- +10% ---------- misc Stam/turn +0.50 Amulets can have magical properties. |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +8 Str +7 Dex dps ---------- Phys.pwr +4 (+1 eff.) ---------- misc Stam/turn +1.60 Max.stam +15.00 Light +3 Amulets can have magical properties. |
![]() 5.0 T3 greatmaul 2H weapon [Random Unique] Nature/Master/Psionic Power 43.5 - 65.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Cun +1 Con dps ---------- Res.pen +12% nature +13% physical Acc +7 (+1 eff.) Apr +12 ----- def ----- Resists +6% all Heal/summ +30 ---------- misc Equi/ret +0.08 Max.psi +20.00 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Random Unique] Nature/Master Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +42 insidious poison +12 nature On Crit.r2 +20 fire While equipped: dps ---------- All.spd +7% Dmg.mod +13% physical Res.pen +13% physical +13% fire Apr +14 Melee Ret 16 nature On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% nature Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Phasing +30% Melee+ +20 arcane On Crit.r2 +17 ice On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Spell.crit +3% S.pwr/crit +8 Dmg.mod +9% darkness Res.pen +11% cold ----- def ----- Armour +11 ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T4 longsword 1H weapon [Rare] Disrupt Power 32.5 - 45.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +15% acid +6% blight +15% fire +11% lightning +14% cold Crit.dmg- 15.00% Phys.save +20 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+5 eff.) Die.at -60.00 life Blind- +25% Poison- +15% Cut- +10% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Arcane Power 28.5 - 39.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Wil +4 Mag dps ---------- Spell.pwr +9 (+3 eff.) Res.pen +10% arcane Melee Ret 20 temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit.r1 +12 mind On Crit.r2 +28 mind While equipped: dps ---------- Mind.crit +3% Mind.pwr +14 (+5 eff.) Dmg.mod +12% fire Res.pen +20% mind Melee Ret 8 mind 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Cun dps ---------- Mind.crit +4% Crit.mult +9.00% Mind.pwr +8 (+3 eff.) ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Max.psi +31.00 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. |
![]() 3.0 T4 mindstar 1H weapon [Ego] Nature/Psionic Power 14.0 - 15.4 Mind Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +6% darkness Melee Ret 5 mind 7 darkness 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. |
![]() 5.0 T4 staff 2H weapon [Ego] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +11.0% Spell.crit +4% Crit.mult +14.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% cold On Hit (Melee): * 9% chance to blind ----- def ----- Defense +9 (+0 eff.) ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 1.0 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd 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 47.93 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Nature Power 31.0 - 43.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +5 Crit +6.5% Atk.spd 100% Melee+ +12 nature +15 temporal While equipped: dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% arcane ----- def ----- Mind.save +18 (+8 eff.) ---------- misc Mana/turn +0.08 Psi/ret +0.20 Hate/m.crit +3.00 Max.psi +20.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 29.0 - 40.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Dex +7 Mag +10 Con ----- def ----- Fatigue -4% Crit.dmg- 15.00% ---------- misc See.Invis +12 One-handed war axes. |
![]() 2.0 T4 cloth armor [Ego] Psionic While equipped: Stats +6 Wil +5 Mag dps ---------- Dmg.mod +11% mind ----- def ----- Defense +3 (+0 eff.) Resists +11% mind ---------- misc Mana/turn +0.25 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Arcane While equipped: dps ---------- Spell.crit +4% S.pwr/crit +8 Dmg.mod +18% blight +6% arcane Res.pen +15% arcane Phasing +40% Melee Ret 12 arcane ----- def ----- Defense +3 (+0 eff.) Resists +18% blight ---------- misc Mana/s.crit +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Rare] Psionic While equipped: Stats +3 Dex +4 Mag +5 Con dps ---------- Mind.crit +4% Mind.pwr +9 (+3 eff.) Dmg.mod +17% darkness +13% physical Res.pen +15% lightning +13% physical +14% darkness On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Defense +3 (+0 eff.) Fatigue -4% ---------- misc Max.hate +11.00 Telepathy Humanoid/Orc A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.5 T3 hands armor [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +15 (+3 eff.) ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Wil +8 Lck dps ---------- Phys.crit +2.0% Spell.crit +4% Mind.crit +3% Dmg.mod +6% mind Res.pen +5% mind ----- def ----- Armour +3 Fatigue +3% Resists +13% blight +3% mind Mind.save +8 (+4 eff.) A cap made of leather. |
![]() 9.0 T4 light armor [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+0 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
![]() 7.0 T4 shield armor [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.5% procs dam / acc Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con ----- def ----- Armour +4 Defense +14 (+0 eff.) Rng.Def +14 (+11 eff.) Fatigue +19% Resists +25% blight HP.reg +5.00 ---------- misc Talents +5 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +4 (+1 eff.) Res.pen +15% lightning ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 T3 digger tool [Rare] Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +10% mind +11% fire Res.pen +25% light Melee Ret 16 fire On Hit (Melee): * 30% chance to blind ----- def ----- Resists +15% light +9% fire Mind.save +11 (+5 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 56 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 112 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. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 T4 shot ammo [Rare] Arcane Power 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +5 Crit +8.5% Capacity 17 Rld cld 2 Proj.spd +200% Ranged+ +12 physical On Crit.r2 +20 fire While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Capita the Dwarf Berserker level 21
25th Gold 123rd year of Ascendancy at 15:12 see stats
By Capita the Dwarf Berserker level 15
43rd Steel 123rd year of Ascendancy at 21:55 see stats
By Capita the Dwarf Berserker level 22
2nd Stralite 123rd year of Ascendancy at 02:26 see stats
By Capita the Dwarf Berserker level 22
20th Stralite 123rd year of Ascendancy at 08:52 see stats
By Capita the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 00:18 see stats
By Capita the Dwarf Berserker level 20
25th Gold 123rd year of Ascendancy at 00:42 see stats
By Capita the Dwarf Berserker level 21
25th Gold 123rd year of Ascendancy at 16:11 see stats
By Capita the Dwarf Berserker level 10
5th Steel 123rd year of Ascendancy at 12:56 see stats
By Capita the Dwarf Berserker level 20
23rd Gold 123rd year of Ascendancy at 05:10 see stats
By Capita the Dwarf Berserker level 22
27th Gold 123rd year of Ascendancy at 04:15 see stats
By Capita the Dwarf Berserker level 27
12nd Profit 123rd year of Ascendancy at 16:57 see stats
By Capita the Dwarf Berserker level 11
7th Steel 123rd year of Ascendancy at 09:38 see stats
By Capita the Dwarf Berserker level 5
19th Voratun 122nd year of Ascendancy at 23:54 see stats
By Capita the Dwarf Berserker level 5
19th Dearth 122nd year of Ascendancy at 12:48 see stats
By Capita the Dwarf Berserker level 5
15th Profit 122nd year of Ascendancy at 03:25 see stats
By Capita the Dwarf Berserker level 21
25th Gold 123rd year of Ascendancy at 15:12 see stats
By Capita the Dwarf Berserker level 5
30th Dearth 122nd year of Ascendancy at 16:36 see stats
By Capita the Dwarf Berserker level 23
22nd Voratun 123rd year of Ascendancy at 02:32 see stats
By Capita the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 00:18 see stats
By Capita the Dwarf Berserker level 5
20th Voratun 122nd year of Ascendancy at 00:18 see stats
Log
Capita's Inner Demon speeds up.
Capita's Inner Demon manifests!
Capita's Inner Demon is invigorated by the attack!
Capita is invigorated by the attack!
Capita seems more focused.
Capita has recovered!
Capita's Inner Demon uses Shattering Blow.
Capita's Inner Demon performs a melee critical strike against Capita!
Capita's Inner Demon's mind surges with critical power!
Capita's Inner Demon is invigorated by the attack!
Capita is invigorated by the attack!
Capita shrugs off the effect 'Armor Corroded'!
Capita's mind surges with critical power!
Capita is invigorated by the attack!
Capita's Inner Demon's blood frenzy intensifies!
Capita resists the terror!
Capita shrugs off the effect 'Cripple'!
Capita's armour is damaged!
Capita hits Capita's Inner Demon for 0 arcane, 0 arcane (0 total damage).
Capita receives 90 healing.
Restless Night from Bethirassra the large brown snake hits Capita for 50 mind damage.
Bleeding from Capita's Inner Demon hits Capita for 1 physical damage.
Capita's Inner Demon hits Capita for 248 physical, (1 antimagic), 0 nature, 0 arcane, 1 physical (249 total damage).
Insidious Poison from Capita's Inner Demon hits Capita for (1 antimagic), 0 nature (0 total damage).
Capita is no longer sleeping.
Capita is no longer sleeping.
Bethirassra the large brown snake's mind surges with critical power!
Bethirassra the large brown snake uses Mind Sear.
Saving game...