










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Inventory Keys 1.5.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.5This 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 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 1.5.5This 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 |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Bulwark |
| Level / Exp | 23 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 71st Dusk 122nd year of Ascendancy at 10:26 0 / 6Killed by Weirdling Beast at level 16 on the 71st Dusk 122nd year of Ascendancy at 12:08 Killed by Weirdling Beast at level 16 on the 71st Dusk 122nd year of Ascendancy at 16:45 Killed by snow giant boulder thrower at level 19 on the 30th Haze 122nd year of Ascendancy at 04:51 Killed by Porylle the luminous horror at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 04:06 Killed by Porylle the luminous horror at level 23 on the 2nd Regrowth 123rd year of Ascendancy at 05:09 |
Primary Stats
| Strength | 51 (base 38) |
| Dexterity | 19 (base 13) |
| Constitution | 58 (base 51) |
| Magic | 13 (base 10) |
| Willpower | 23 (base 10) |
| Cunning | 13 (base 10) |
Resources
| Life | -84/946 |
| Stamina | 133/198 |
| Healing Factor | 1.3157894736842 |
| Regeneration | 7.4572986532701 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 41 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 13 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +15% |
| Acid | +5% |
| Lightning | +18% |
| Temporal | +27% |
| Cold | +12% |
| Arcane | +12% |
| Fire | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 63.723073231957 (93.924050632911%) |
| Defense | 30 |
| Ranged Defense | 34 |
| Fatigue | 37 |
| Physical Save | 51 |
| Spell Save | 46 |
| Mental Save | 36 |
Defense: Resistances
| Acid | + 10%( 70%) |
| Blight | + 34%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 19%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 15%( 70%) |
| Physical | + 26%( 70%) |
| Fire | + 18%( 70%) |
| Lightning | + 38%( 70%) |
Defense: Immunities
| Knockback Resistance | 30% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 13% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 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 19% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 205 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: 14 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 1 poison effect. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 165 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 579% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| Technique / Shield defense | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+2 cooldowns). Infusion Saturation |
| beneficial effect | The target is recovering 41 life each turn. Recovery |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
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 failed to protect the injured seer from death by snow giant thunderer. Escort: injured seer (level 2 of Daikara) | failed |
You failed to protect the injured seer from death by Forest Troll Hedge-Wizard. Escort: injured seer (level 2 of Trollmire) | failed |
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 improved Willpower by +1. | done |
You failed to protect the lone alchemist from death by bee swarm. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Dreadfell. Escort: worried loremaster (level 4 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed black mamba head. * You've found the needed vial of squid ink. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed warg claw. * You've found the needed wretchling eyeball. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed sandworm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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 | stealthy pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +7 Lck +4 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +3 Fatigue +3% Stealth +7 A pair of boots made of leather. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 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 | dwarven-steel helm of might (0 def, 4 armour)3.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Arthuyadil (0 def, 6 armour)1.0 T3 hands armor [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) Melee+ 8 acid Dmg.mod +5% acid +6% temporal ----- def ----- Armour +6 Resists +6% acid Mind.save +7 (+4 eff.) Max.HP +43.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | warrior's copper ring of blinding strikes0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str dps ---------- Melee+ 23 light Ranged+ 23 light On Hit (Melee): * 12% chance to blind On Hit (Ranged): * 10% chance to blind ----- def ----- Armour +6 Rings can have magical properties. |
| On fingers | Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +12% lightning +12% fire +12% arcane +12% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
| Around neck | Scorpionpiety0.1 T3 amulet jewelry [Random Unique] Nature/Psionic While equipped: Stats +7 Lck +2 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +21% temporal Acc +7 (+2 eff.) Melee Ret 8 nature ----- def ----- Defense +5 (+3 eff.) Resists +16% lightning +3% temporal Mind.save +5 (+3 eff.) Unseen.red 11% Confus- +13% Stun/Frz- +20% Amulets can have magical properties. |
| In main hand | hateful dwarven-steel mace of crippling (28.5-39.9 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master/Psionic 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% Melee+ +11 darkness Against +7% Living On Crit: * cripple the target While equipped: dps ---------- Phys.crit +6.0% Blunt and deadly. |
| Around waist | Airbrawn the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% acid +3% light +13% lightning +7% cold +5% arcane +6% fire A belt that goes around your waist. |
| In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +5.0% Block +120 While equipped: Stats +5 Wil ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +3 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
| Cloak | Goregore (10 def, 5 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% nature Melee Ret 12 nature On Hit (Melee): * Slows global speed by 15% * 30% chance to inflict 15% damage reduction ----- def ----- Armour +5 Defense +10 (+5 eff.) Phys.save +15 (+5 eff.) Spell.save +16 (+5 eff.) Mind.save +16 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.chn- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
Inventory
healing infusion (heal 41)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 41 and cleanse 1 wound and 1 poison effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
heat beam rune (112 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 112.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
lightning rune (166 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 55.46 to 166.38 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
copper amulet 'Arohor'0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +21% lightning +3% temporal +3% light Spell.save +9 (+3 eff.) Stun/Frz- +20% Amulets can have magical properties. |
Shadowseam the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +5% nature ----- def ----- Resists +9% nature Max.HP +20.00 Disarm- +20% Pinning- +23% Knockbk- +23% Rings can have magical properties. |
copper ring0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
gold ring 'Aribeth'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +16% acid ----- def ----- Resists +38% acid +3% temporal +9% light +9% blight +5% arcane Spell.save +3 (+1 eff.) Rings can have magical properties. |
gold ring 'Hathihad'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Cun dps ---------- On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Mind.save +9 (+4 eff.) HP.reg +2.00 Stun/Frz- +29% ---------- misc Psi/ret +0.20 Telepathy Humanoid/Orc Rings can have magical properties. |
gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 27 light Ranged+ 22 light On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 10% chance to blind Rings can have magical properties. |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of blinding strikes0.1 T2 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 24 light Ranged+ 26 light On Hit (Melee): * 10% chance to blind On Hit (Ranged): * 11% chance to blind Rings can have magical properties. |
steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings can have magical properties. |
titan's gold ring of corrosion (+30%)0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% acid ----- def ----- Resists +30% acid Phys.save +6 (+2 eff.) Rings can have magical properties. |
dwarven-steel dagger of the leech (18.5-24.05 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt Power 18.5 - 24.1 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% On Hit: * Slows global speed by 7% * leeches stamina from the target While equipped: dps ---------- Melee Ret 6 nature slow Sharp, short and deadly. |
arcing iron longsword of massacre (17.5-24.5 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
insidious steel longsword of amnesia (14.5-20.3 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Nature/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 insidious poison On Hit: * 25% chance to put talents on cooldown While equipped: Sharp, long, and deadly. |
inquisitor's stralite mace of amnesia (37.5-52.5 power, 5 apr)3.0 T4 mace 1H weapon [Ego++] Disrupt/Psionic Power 37.5 - 52.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% On Hit: * 12 arcane resource burn * 25% chance to put talents on cooldown On Crit: * burns latent spell energy While equipped: Blunt and deadly. |
plaguebringer's dwarven-steel mace of crippling (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Ego++] Arcane/Master Power 27.0 - 37.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +9 blight On Hit: 10% Epidemic 3 On Hit: * 6% chance to disease On Crit: * cripple the target While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Disease- +16% Blunt and deadly. |
dwarven-steel waraxe of the leech (20.5-28.7 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Disrupt Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Slows global speed by 7% * leeches stamina from the target While equipped: dps ---------- Melee Ret 8 nature slow One-handed war axes. |
insidious dwarven-steel waraxe of amnesia (18.5-25.9 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Nature/Psionic Power 18.5 - 25.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 insidious poison On Hit: * 25% chance to put talents on cooldown While equipped: One-handed war axes. |
quick dwarven-steel waraxe (17.5-24.5 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 111% While equipped: Stats +1 Dex dps ---------- Acc +7 (+2 eff.) One-handed war axes. |
steel waraxe 'Kilnsteel' (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Psionic Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +1 Str +3 Dex +4 Mag +1 Cun dps ---------- Melee Ret 8 fire ---------- misc Light +1 One-handed war axes. |
Focus Whip (19-20.9 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 70% Dex, 10% Cun Mastery Exotic Weapons Mastery Acc+ +0.4% crit.pwr / acc Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 10 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Mighty Girdle1.0 T2 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cracklestreak the cashmere cloak (2 def, 7 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% lightning On Hit (Melee): * Slows global speed by 30% * 30% chance to daze at end of turn ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +6% lightning +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mayilaith (2 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +5% Crit.mult +15.00% Dmg.mod +6% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Rng.Def +5 (+3 eff.) Fatigue +3% ---------- misc Equi/ret +0.08 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Radhoyon (9 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Lck +4 Dex dps ---------- Crit.mult +3.00% Apr +3 ----- def ----- Armour +9 Defense +9 (+5 eff.) Rng.Def +9 (+5 eff.) Fatigue +3% Stealth +8 HP.reg +0.40 A pair of boots made of leather. |
Yarabar the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor [Rare] Psionic While equipped: Stats +2 Str +3 Wil +3 Cun dps ---------- Mind.pwr +14 (+7 eff.) Dmg.mod +12% mind ----- def ----- Armour +4 Fatigue +0% ---------- misc See.Invis +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Kanariblek' (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +9% temporal ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +10% temporal +13% mind Phys.save +15 (+5 eff.) Mind.save +15 (+6 eff.) Confus- +20% ---------- misc Light +2 Telepathy Demon/Minor Demon/Major A cap made of leather. |
mindwoven cashmere wizard hat of frost (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +2 (+1 eff.) Resists +15% cold ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
Splendourmire the steel mail armour (5 def, 12 armour)14.0 T2 heavy armor [Rare] Nature While equipped: dps ---------- Res.pen +10% light ----- def ----- Armour +12 Defense +5 (+3 eff.) Rng.Def +3 (+2 eff.) Fatigue +14% Resists +3% physical Max.HP +23.00 A suit of armour made of mail. |
enlightening dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor [Ego+] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Mind.save +13 (+6 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 18-25.2 power, 48 block)7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% procs dam / acc Crit +2.0% Block +48 Melee+ +10 cold While equipped: ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Resists +10% fire +15% cold ---------- misc Max.Air +20.00 Talents +2 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
dwarven-steel shield (8 def, 2 armour, 30-36 power, 77.5 block)7.0 T3 shield armor [Normal] When used to Attack: Power 30.0 - 36.0 Physical Uses 100% Str Acc+ +2.5% procs dam / acc Crit +3.5% Block +78 While equipped: ----- def ----- Armour +2 Defense +8 (+4 eff.) Rng.Def +8 (+4 eff.) Fatigue +12% ---------- misc Talents +3 Block Handheld deflection devices. |
2 agate0.0 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. |
208 alchemist agate0.0 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. |
2 onyx0.0 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. |
4 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal0.0 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Chamodralar (dig speed 30 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% Dmg.mod +9% acid +12% mind Res.pen +5% acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +18% acid ---------- misc Max.mana +38.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 93.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
dwarven-steel torque of mindblast [power 177] (6 cooldown)2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 6 beam dealing 88.50 to 177.00 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin 'Elenilethad' [power 28] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Apr +3 Melee Ret 12 physical ----- def ----- Armour +6 Heal.mod +10% Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
10 amethyst0.0 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 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. |
3 citrine0.0 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. |
7 zircon0.0 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
Curse Lifter
Killed Ben Cruthdar the Cursed.By mantisk the Cornac Bulwark level 21
74th Haze 122nd year of Ascendancy at 16:12 see stats
Exterminator
Killed 1000 creatures.By mantisk the Cornac Bulwark level 17
29th Haze 122nd year of Ascendancy at 03:53 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By mantisk the Cornac Bulwark level 16
71st Dusk 122nd year of Ascendancy at 18:25 see stats
Level 10
Got a character to level 10.By mantisk the Cornac Bulwark level 10
3rd Mirth 122nd year of Ascendancy at 16:00 see stats
Level 20
Got a character to level 20.By mantisk the Cornac Bulwark level 20
32nd Haze 122nd year of Ascendancy at 04:43 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By mantisk the Cornac Bulwark level 13
29th Dusk 122nd year of Ascendancy at 15:37 see stats
The Arena
Unlocked Arena mode.By mantisk the Cornac Bulwark level 11
6th Mirth 122nd year of Ascendancy at 17:19 see stats
The secret city
Discovered the truth about mages.By mantisk the Cornac Bulwark level 11
10th Mirth 122nd year of Ascendancy at 20:00 see stats
Treasure Hunter
Amassed 1000 gold pieces.By mantisk the Cornac Bulwark level 19
31st Haze 122nd year of Ascendancy at 12:00 see stats
Log
Luminous horror hits mantisk for 55 light damage.
Luminous horror's light area effect hits mantisk for 27 light damage.
Porylle the luminous horror speeds up.
Porylle the luminous horror casts Firebeam.
Porylle the luminous horror hits mantisk for 47 fire damage.
mantisk receives 55 healing.
Porylle the luminous horror uses Mind Sear.
Porylle the luminous horror hits mantisk for 194 mind damage.
Mantisk deactivates Daunting Presence.
mantisk receives 55 healing.
Rush is still on cooldown for 13 turns.
Rush is still on cooldown for 13 turns.
Mantisk uses Sheer Badassery.
Luminous horror casts Firebeam.
Porylle the luminous horror forges a dream shield to block the attack!
Porylle the luminous horror HEALS from fire damage!
Luminous horror hits mantisk for 71 fire damage.
Luminous horror hits Porylle the luminous horror for (16 blocked), 0 fire, 18 healing (19 psi heal) (0 total damage) [38 healing].
Porylle the luminous horror casts Searing Light.
Porylle the luminous horror hits mantisk for 35 light damage.
Mantisk is moving less freely.
Talent Infusion: Regeneration is ready to use.
mantisk receives 55 healing.
Luminous horror casts Healing Light.
Luminous horror receives 144 healing.
Porylle the luminous horror uses Mind Sear.
Saving game...



























































































