Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Enemy Warnings 1.7.2Minmay's Enemy Warnings addon, designed to alert the player about certain dangers without information leaks. nefigah says: "Minmay wrote all the underlying code but no UI; I'm working on adding some UI bit by bit. The initial release will simply allow configuring a number of infamous talents to warn about. Other configuration, such as dangerous weapon egos, will come in a future release. Minmay's code is pretty well tested, so any bugs are likely my fault." Changelog1.0.0: Weight: 124578 Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 Restart Sustains 1.7.0Mark 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Archer |
Level / Exp | 20 / 61% |
Size | medium |
Lifes / Deaths | Killed by Xeroda the copperhead snake at level 20 on the 53rd Dusk 122nd year of Ascendancy at 05:25 / 1 |
Primary Stats
Strength | 20 (base 12) |
Dexterity | 61 (base 48) |
Constitution | 33 (base 10) |
Magic | 18 (base 10) |
Willpower | 24 (base 10) |
Cunning | 45 (base 39) |
Resources
Life | -107/586 |
Stamina | 28/192 |
Healing Factor | 1.2289294477288 |
Regeneration | 2.7650912573897 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 40.045069181528 |
See Invisible | 48.045069181528 |
Offense: Mainhand
Damage | 80 |
Accuracy | 46 |
Crit Chance | 22% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 18 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Nature | +15% |
Blight | +9% |
Darkness | +6% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Darkness | +20% |
Light | +15% |
Blight | +15% |
Cold | +5% |
Fire | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 29 (79.007671158813%) |
Defense | 59 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 25 |
Mental Save | 28 |
Defense: Resistances
Cold | + 26%( 70%) |
Acid | + 23%( 70%) |
Nature | + 43%( 70%) |
Darkness | + 48%( 70%) |
Blight | + 41%( 70%) |
Physical | + 24%( 70%) |
Fire | + 48%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Poison Resistance | 10% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 65 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 535% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Agility | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 2/5 |
| 1/5 |
| 3/5 |
| 3/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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 within | active |
Equipment
On feet | Wintervault the pair of rough leather boots (0 def, 5 armour) Wintervault the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Res.pen +5% cold ----- def ----- Armour +5 Die.at -60.00 life Disease- +20% Confus- +10% Disengage: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
Quiver | Scaldwend the pouch of steel shots (17/17, 33-40 power, 2 apr) Scaldwend the pouch of steel shots (17/17, 33-40 power, 2 apr)3.0 T2 shot ammo [Random Unique] Arcane/Master Power 33.0 - 39.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 17 Rld cld 5 Ranged+ +12 fire On Crit.r2 +16 mind On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | Gleamquencher the brass lantern Gleamquencher the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex +2 Con dps ---------- Res.pen +10% light Apr +1 ----- def ----- Resists +3% blight Max.HP +40.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Balehir the rough leather cap (15 def, 1 armour) Balehir the rough leather cap (15 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex ----- def ----- Armour +1 Defense +15 (+4 eff.) Fatigue +1% Resists +11% darkness +3% acid Crit.chn- 10.00% Die.at -40.00 life Heal.mod +5% Poison- +10% ---------- misc Infravis +3 A cap made of leather. |
On hands | Radhadig the Infernohacker (0 def, 2 armour) Radhadig the Infernohacker (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +3 Mag +1 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +2 Resists +24% fire Crit.chn- 15.00% ---------- misc See.Invis +9 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | piercing iron torque of mindblast [power 105] (13 cooldown) piercing iron torque of mindblast [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 121 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Glegabeth the Shadowstinger Glegabeth the Shadowstinger0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Crit.chn- 5.00% Phys.save +9 (+5 eff.) Spell.save +6 (+3 eff.) Mind.save +13 (+7 eff.) Rings make your fingers look great! |
On fingers | copper ring 'Brightpython' copper ring 'Brightpython'0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Res.pen +15% blight +5% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Blind- +24% ---------- misc Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
Around neck | Duathelvice the steel amulet Duathelvice the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +3% darkness Res.pen +20% darkness Melee Ret 6 acid ----- def ----- Fatigue -6% Resists +10% cold +12% fire +7% physical HP.reg +2.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
In main hand | cured leather sling 'Glintvein' cured leather sling 'Glintvein'4.0 T2 sling 1H weapon [Random Unique] Nature/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +16 light On Crit.r2 +4 nature +4 light While equipped: Stats +2 Str +5 Wil +7 Con dps ---------- Phys.crit +1.0% Phys.pwr +7 (+2 eff.) Res.pen +5% light Acc +7 (+2 eff.) ----- def ----- Max.HP +23.00 Slings are used to hurl stones or metal shots at your foes. |
Around waist | Mighty Girdle Mighty Girdle1.0 T1 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. |
In off hand | Black Mesh (8 def, 2 armour, 40-48 power, 120 block) Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+2 eff.) Rng.Def +8 (+2 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 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 | Aranor the Sootmoon (16 def, 0 armour) Aranor the Sootmoon (16 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Melee Ret 6 darkness On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +16 (+4 eff.) Resists +3% acid Max.HP +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+2 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion (heal 45; cd 15) healing infusion (heal 45; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 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 45 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 66; cd 21) shatter afflictions rune (absorb 66; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 66 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 57; cd 12) shatter afflictions rune of the titan (absorb 57; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Belessra the copper amulet Belessra the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Melee Ret 2 physical ----- def ----- Resists +11% light +12% darkness Phys.save +9 (+5 eff.) Blind- +20% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Falorath the Kindleclamor Falorath the Kindleclamor0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Phys.crit +2.0% Apr +2 Melee Ret 8 fire ----- def ----- Armour +4 Resists +12% light +12% darkness Blind- +20% Amulets make your neck look great! |
steel amulet of manastreaming steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.11 Max.mana +20.00 Amulets make your neck look great! |
warrior's steel amulet of cunning (+3) warrior's steel amulet of cunning (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr) plaguebringer's dwarven-steel greatsword (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 3 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 11 While equipped: ----- def ----- Disease- +20% Massive two-handed swords. |
mighty ash longbow mighty ash longbow4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
Squalorrace (12-17 power, 2 apr) Squalorrace (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Phasing +30% Melee+ +8 nature While equipped: dps ---------- Dmg.mod +6% physical Acc +6 (+2 eff.) ----- def ----- Defense +6 (+1 eff.) Resists +9% nature Disarm- +24% ---------- misc Max.vim +40.00 Sharp, long, and deadly. |
arcing iron longsword of massacre (17-24 power, 2 apr) arcing iron longsword of massacre (17-24 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 24 damage Sharp, long, and deadly. |
horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage) horrifying thorny mindstar of balance (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 mind 4 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Talents +1 Attune Mindstar 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. |
mitotic thorny mindstar of balance (9-10 power, 24 apr, mind damage) mitotic thorny mindstar of balance (9-10 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.0 - 9.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +8.5% Atk.spd 100% On Hit: * 10% chance to slow global speed by 48% * 7% chance to reduce armor by 21% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
thorny mindstar of storms (8-9 power, 24 apr, nature damage) thorny mindstar of storms (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +3 Dex +2 Mag +2 Wil +1 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 13 lightning Dmg.mod +4% lightning Res.pen +5% lightning ----- def ----- Resists +7% lightning ---------- misc Talents +1 Attune Mindstar 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. |
Willowsage Willowsage4.0 T1 sling 1H weapon [Rare] Arcane Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +6 cold On Hit.r1 +8 cold On Crit.r2 +12 nature While equipped: dps ---------- Dmg.mod +11% cold Res.pen +5% cold Melee Ret 4 nature On Hit (Ranged): * 10% chance to reduce strength, dexterity, and constitution by 11 Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling of fire enhanced cured leather sling of fire4.0 T2 sling 1H weapon [Ego+] Arcane/Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +5 fire While equipped: Stats +4 Str +3 Dex +4 Mag +5 Wil +4 Cun +3 Con dps ---------- Dmg.mod +11% fire Slings are used to hurl stones or metal shots at your foes. |
rough leather sling rough leather sling4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
shimmering ash magestaff of warding (15-18 power, 3 apr, fire element) shimmering ash magestaff of warding (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% fire ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Mana/turn +0.15 Max.mana +30.00 Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw of winter (20-31 power, 0 apr) dwarven-steel steamsaw of winter (20-31 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Nature/Steamtech Power 20.5 - 30.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +54 Uses 1.0 Steam When used to Attack: Melee+ +15 cold While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 110 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +10% cold ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
flaming dwarven-steel steamsaw of lightning resistance (+17%) (24-37 power, 0 apr) flaming dwarven-steel steamsaw of lightning resistance (+17%) (24-37 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego] Nature/Master/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +48 Uses 1.0 Steam When used to Attack: On Hit.r1 +12 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 10 fire ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +8% Resists +17% lightning ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
grounding rough leather belt of the giants grounding rough leather belt of the giants1.0 T1 belt armor [Ego] Nature/Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Resists +5% lightning +5% temporal Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's rough leather belt of life noble's rough leather belt of life1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- D.Red.from +15% Summoned HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
enveloping linen cloak of Eldoral (6 def, 0 armour) enveloping linen cloak of Eldoral (6 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +6 (+1 eff.) Phys.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Keleg the cashmere robe (0 def, 0 armour) Keleg the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Nature While equipped: Stats +4 Str +5 Mag +5 Wil +4 Con dps ---------- Dmg.mod +10% lightning +13% physical +14% cold +25% nature +18% arcane Melee Ret 4 arcane ----- def ----- Resists +9% lightning +5% arcane +7% cold +24% nature +11% all Poison- +22% Disease- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +9% all Max.HP +48.00 HP.reg +2.10 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Iverevea the pair of iron boots (0 def, 3 armour) Iverevea the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Dex +1 Mag +3 Con dps ---------- Melee Ret 2 acid ----- def ----- Armour +3 Fatigue -3% Resists +12% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restorative pair of hardened leather boots of disengagement (0 def, 3 armour) restorative pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +3 HP.reg +1.00 Heal.mod +10% Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 100% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Con ----- def ----- Armour +4 Fatigue +3% Phys.save +13 (+7 eff.) Mind.save +10 (+5 eff.) ---------- misc Stam/turn +0.60 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
corrosive hardened leather gloves of strength (+3) (0 def, 2 armour) corrosive hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Melee+ 6 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +6% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal rough leather gloves (0 def, 1 armour) temporal rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +3% temporal ----- def ----- Armour +1 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Xanawen the Airdeath (0 def, 1 armour) Xanawen the Airdeath (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Crit.mult +10.00% Dmg.mod +3% lightning ----- def ----- Armour +1 Fatigue +1% Resists +2% physical +7% cold Phys.save +3 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
Broderohir the iron mail armour (2 def, 4 armour) Broderohir the iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +8 Wil +4 Cun +2 Con dps ---------- On Hit (Melee): * 10% chance to reduce armor by 21% ----- def ----- Armour +4 Defense +2 (+0 eff.) Fatigue +12% Resists +11% nature +12% blight Crit.chn- 10.00% D.Red.from +5% Unnatural A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour) rejuvenating dwarven-steel mail armour of fire resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +21% fire HP.reg +3.40 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block)7.0 T1 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+2 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Glowqueller the steel shield (0 def, 4 armour, 14-17 power, 43.5 block) Glowqueller the steel shield (0 def, 4 armour, 14-17 power, 43.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature When used to Attack: Power 14.5 - 17.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +44 On Crit.r2 +12 light +8 fire While equipped: dps ---------- Dmg.mod +18% light ----- def ----- Armour +4 Fatigue +8% Resists +14% blight +11% nature +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
6 agate 6 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. |
117 alchemist agate 117 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 aquamarine 2 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 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 36 turns) iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 68 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
11 spinel 11 spinel0.0 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. |
Drymnir the Blastsin Drymnir the Blastsin2.0 T1 lite [Rare] Psionic While equipped: Stats +10 Wil dps ---------- Dmg.mod +6% mind +12% lightning Melee Ret 2 lightning ----- def ----- Resists +6% cold ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Glorubeth the Frigidpiety Glorubeth the Frigidpiety2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% cold ----- def ----- Resists +6% nature +3% cold Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 8 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 20% 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification 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. |
pouch of iron shots (20/20, 14-16 power, 1 apr) pouch of iron shots (20/20, 14-16 power, 1 apr)3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
pouch of iron shots of accuracy (12/12, 14-17 power, 1 apr) pouch of iron shots of accuracy (12/12, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Master Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 12 Shots are used with slings to pummel your foes to death. |
storming pouch of iron shots of accuracy (19/19, 13-16 power, 1 apr) storming pouch of iron shots of accuracy (19/19, 13-16 power, 1 apr)3.0 T1 shot ammo [Ego] Nature/Master Power 13.0 - 15.6 Physical Uses 50% Cun, 70% Dex Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Acc +5 Apr +1 Crit +4.0% Capacity 19 Ranged+ +10 lightning On Crit.r2 +6 lightning Shots are used with slings to pummel your foes to death. |
Emelara the ash totem of thorny skin [power 26] (17 cooldown) =4mag= Emelara the ash totem of thorny skin [power 26] (17 cooldown) =4mag=2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +4 Mag +2 Con dps ---------- Dmg.mod +3% acid ---------- misc Infravis +2 Harden the skin for 7 turns increasing armour by 26 and armour hardiness by 40% Puts all charms on 17 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
amethyst 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. |
9 ametrine 9 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. |
7 citrine 7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 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
By Farmer Tom the Cornac Archer level 10
3rd Mirth 122nd year of Ascendancy at 01:55 see stats
By Farmer Tom the Cornac Archer level 20
37th Dusk 122nd year of Ascendancy at 02:49 see stats
By Farmer Tom the Cornac Archer level 10
3rd Mirth 122nd year of Ascendancy at 19:03 see stats
By Farmer Tom the Cornac Archer level 10
5th Mirth 122nd year of Ascendancy at 22:17 see stats
By Farmer Tom the Cornac Archer level 16
18th Dusk 122nd year of Ascendancy at 16:16 see stats
Log
Xeroda the copperhead snake uses Sunder Mind.
Farmer Tom reacts to damage from Xeroda the copperhead snake, mitigating the blow!.
Farmer Tom's mental functions have been impaired.
Xeroda the copperhead snake hits Farmer Tom for (54 reacted , -4 stam), 159 mind (159 total damage).
Farmer Tom is no longer sleeping.
Farmer Tom had a restless night.
Farmer Tom uses Vault.
Xeroda the copperhead snake is dazed!
Talent Block is ready to use.
Xeroda the copperhead snake converts some damage to Psi!
Farmer Tom hits Xeroda the copperhead snake for 15 to psi, 23 physical (38 total damage).
Restless Night from Xeroda the copperhead snake hits Farmer Tom for 11 mind damage.
Xeroda the copperhead snake is not dazed anymore.
Xeroda the copperhead snake is no longer suffering from insomnia.
Xeroda the copperhead snake converts some damage to Psi!
Poison from Farmer Tom hits Xeroda the copperhead snake for 5 to psi, 7 nature (11 total damage).
Restless Night from Xeroda the copperhead snake hits Xeroda the copperhead snake for 4 to psi, 5 mind (9 total damage).
Xeroda the copperhead snake uses Psychic Lobotomy.
Farmer Tom higher mental functions have been imparied.
Farmer Tom reacts to damage from Xeroda the copperhead snake, mitigating the blow!.
Xeroda the copperhead snake hits Farmer Tom for (31 reacted , -4 stam), 91 mind (91 total damage).
You are unable to move!
You are unable to move!
Farmer Tom uses Block.
Talent Infusion: Healing is ready to use.
Talent Fragmentation Shot is ready to use.
Restless Night from Xeroda the copperhead snake hits Farmer Tom for 11 mind damage.
Farmer Tom the level 20 cornac archer was mentally tortured to death by Xeroda the copperhead snake on level 3 of Old Forest.