











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
Addons | Multi-Class Challenge 1.4.8Allows the player to pick multiple classes, turning all enemies into Randbosses as a counter-measure. In order to activate this addon, check your Game Options for a new tab. Everything is Unique 1.5.2Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! 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:
Improved player targetting 1.2.0Player's targetting improvements. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. 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. Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Adventurer |
Level / Exp | 18 / 94% |
Size | big |
Lifes / Deaths | Killed by Glenor the skeleton warrior at level 18 on the 6th Mirth 122nd year of Ascendancy at 21:00 1 / 4Killed by Yvyda the armoured skeleton warrior at level 18 on the 6th Mirth 122nd year of Ascendancy at 23:24 Killed by Salina the large brown snake at level 18 on the 7th Mirth 122nd year of Ascendancy at 01:37 Killed by Yvyda the armoured skeleton warrior at level 18 on the 7th Mirth 122nd year of Ascendancy at 03:11 |
Primary Stats
Strength | 36 (base 17) |
Dexterity | 63 (base 46) |
Constitution | 24 (base 12) |
Magic | 35 (base 12) |
Willpower | 40 (base 17) |
Cunning | 52 (base 37) |
Resources
Equilibrium | 0 |
Psi | 130/130 |
Life | 599/599 |
Positive | 101/101 |
Stamina | 241/241 |
Paradox | 300 |
Healing Factor | 1.4582474226804 |
Regeneration | 3.2810567010309 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 12 |
Lite | 5 |
Infravision | 5 |
See Stealth | 34.182604915697 |
See Invisible | 44.182604915697 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
Damage | 104 |
Accuracy | 58 |
Crit Chance | 27% |
APR | 31 |
Speed | 0.80 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 21% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Mind | +14% |
Lightning | +20% |
Darkness | +35% |
Temporal | +14% |
Blight | +11% |
Physical | +14% |
Fire | +23% |
All | +5% |
Offense: Damage Penetration
Darkness | +7% |
Lightning | +26% |
Light | +15% |
Temporal | +9% |
Blight | +25% |
Physical | +24% |
Fire | +5% |
Mind | +20% |
Defense: Base
Armour (hardiness) | 43 (57.811550151976%) |
Defense | 44 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 36 |
Spell Save | 38 |
Mental Save | 45 |
Defense: Resistances
Acid | + 30%( 70%) |
Darkness | + 48%( 70%) |
Lightning | + 31%( 70%) |
Fire | + 25%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Pinning Resistance | 15% |
Teleport Resistance | 10% |
Confusion Resistance | 0% |
Disarm Resistance | 21% |
Stun Resistance | 23% |
Instadeath Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 486% 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. |
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 225 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Archery prowess | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Chronomancy / Bow Threading | 1.15 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 1/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Generic Talents
Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Wild-gift / Fungus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You must explore the scintillating caves. * You must explore the renegade Shaloren camp. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Bathe in Light (+1 level(s)). | done |
A compliation of all your achievements earnt. Heroic AchievementsYou are 77% of the way to your next Rank. You have killed: 79 Uniques 21 Bosses 0 Elite Bosses 0 Veterans 0 Heroics 0 Legends 0 Destroyers 0 Epics 0 Elders 0 Ancients 0 Immortals 0 Demigods | active |
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 |
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 |
Equipment
Psionic focus | ![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 20% chance to cause random gloom Damage (Ranged): +11 fire When wielded/worn: Ammo reloads per turn: +3 Changes stats: +3 Mag Changes resistances penetration: +5% lightning / +9% temporal / +20% mind / +9% physical Changes damage: +6% lightning / +9% temporal / +15% fire / +9% mind / +9% physical Talent mastery: +0.15 Chronomancy / Bow Threading Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
Quiver | ![]() Requires: - Dexterity 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Power: 152% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Accuracy: +12 Armour Penetration: +18 Crit. chance: +2.0% Capacity: 45 Turns elapse between self-loadings: 3 Arrows are used with bows to pierce your foes to death. |
On hands | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Damage when hit (Melee): 4 fire Changes stats: +3 Str / +3 Dex / +3 Cun Changes resistances: +3% darkness Changes resistances penetration: +5% fire Changes damage: +12% darkness / +3% fire Talent cooldown: Double Strike (-1 turn) Physical save: +13 (+6 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +21% Metal gloves protecting the hands up to the middle of the lower arm. |
Light source | ![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +4 Wil Changes resistances: +9% fire Critical mult.: +11.00% Physical save: +7 (+4 eff.) Mental save: +32 (+11 eff.) Pinning immunity: +15% Teleport immunity: +10% Light radius: +2 Healing mod.: +11% 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 | ![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
On feet | ![]() Requires: - Talent Heavy Armour Training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +13 Fatigue: +2% Changes stats: +1 Str / +4 Dex Changes resistances penetration: +15% physical Physical save: +6 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +6 (+2 eff.) Stamina each turn: +0.50 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tool | ![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +6 Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +3 Str / +2 Mag / +1 Con Reduces incoming crit damage: 15.00% Maximum mana: +26.00 Spell crit. chance: +5% Lowers spell cool-downs by: 10% Infravision radius: +2 See invisible: +3 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.0 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +8 (+2 eff.) Damage when hit (Melee): 4 arcane Changes stats: +3 Mag Changes resistances penetration: +10% blight Changes damage: +5% all Life regen: +0.70 Mana when firing critical spell: +2.00 Maximum life: +43.00 Maximum mana: +60.00 Spellpower: +6 (+3 eff.) Mindpower: +7 (+2 eff.) Healing mod.: +11% Damage Shield penetration: +10% Rings can have magical properties. |
On fingers | ![]() Powered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +7 (+1 eff.) Effects on melee hit: * 12% chance to cause random gloom Damage (Melee): 7 bleed Effects on ranged hit: * 12% chance to cause random gloom Damage (Ranged): 8 bleed Changes stats: +5 Dex / +1 Mag / +2 Wil / +7 Cun Changes resistances: +22% darkness Changes resistances penetration: +5% blight Changes damage: +11% darkness Critical mult.: +15.00% Spell save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Maximum mana: +40.00 Maximum hate: +6.00 Spell crit. chance: +2% It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -6% Changes stats: +1 Str / +2 Mag / +3 Wil Changes resistances: +14% lightning Changes damage: +6% lightning Reduces incoming crit damage: 10.00% Blindness immunity: +13% Stun/Freeze immunity: +23% Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +7 On weapon hit: * 12% chance to daze at end of turn * 20% chance to blind * 40% chance to gain 10% of a turn (3/turn limit) Burst (radius 1) on hit: +4 light When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +6 Con Changes resistances penetration: +11% lightning Talent mastery: +0.30 Wild-gift / Fungus Light radius: +2 It can be used to regenerate 132 life over 5 turns, putting all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Around waist | ![]() Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +1 Wil Changes resistances penetration: +10% blight Changes damage: +6% blight Reduced damage from: +17% Summoned Grants telepathy: Humanoid/Orc Physical save: +6 (+3 eff.) Mindpower: +4 (+1 eff.) A belt that goes around your waist. |
In off hand | ![]() Requires: - Strength 11 - Talent Heavy Armour Training (level 2) Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Armour: +7 Defense: +4 (+1 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +6% Damage when hit (Melee): 4 mind Changes stats: +4 Wil Changes resistances: +3% lightning Grants telepathy: Demon/Minor Demon/Major Talent granted: +1 Block Maximum life: +52.00 Mindpower: +4 (+1 eff.) Mental crit. chance: +3% Handheld deflection devices. |
Cloak | ![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +4 Mag / +6 Wil Changes resistances: +12% darkness Changes resistances penetration: +7% darkness / +10% lightning Changes damage: +7% darkness / +3% lightning Critical mult.: +10.00% Stealth bonus: +8 Mana when firing critical spell: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour penetration: +7 Physical crit. chance: +4.0% Armour: +2 Defense: +8 (+3 eff.) Fatigue: +6% Changes stats: +2 Wil Changes resistances: +16% acid Changes resistances penetration: +15% light Grants telepathy: Humanoid/Orc Critical mult.: +10.00% Life regen: +1.30 Stamina each turn: +0.70 Equilibrium when hit: +0.04 Maximum life: +50.00 Mental crit. chance: +1% Light radius: +1 Healing mod.: +13% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 89 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (80% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 327 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (80% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 269 life over 5 turns. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
![]() 2 schematic: Waterproof Coating Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 20 lightning Changes stats: +4 Str / +2 Cun / +6 Con Changes resistances penetration: +10% lightning Changes damage: +9% lightning Physical save: +7 (+4 eff.) Life regen: +1.00 Maximum life: +33.00 Amulets can have magical properties. |
![]() Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 nature Changes stats: +7 Cun / +5 Wil Changes damage: +6% nature Mental save: +26 (+9 eff.) Confusion immunity: +22% Mindpower: +15 (+5 eff.) Heals friendly targets nearby when you use a nature summon: +50 Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 16 darkness Changes stats: +8 Mag / +5 Wil Changes resistances: +9% darkness Changes resistances penetration: +5% darkness / +5% fire Changes damage: +6% darkness / +6% fire Spell save: +6 (+2 eff.) Spellpower: +7 (+4 eff.) Rings can have magical properties. |
![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +22% light Changes damage: +11% light Rings can have magical properties. |
![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Mental save: +5 (+2 eff.) Confusion immunity: +21% Rings can have magical properties. |
![]() Muckreign the dwarven-steel greatsword (167% power, 2 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 167% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 28% chance to cause random gloom Damage (Melee): +20 mind / +8 nature Burst (radius 2) on crit: +4 mind / +17 fire When wielded/worn: Effects on melee hit: * Slows global speed by 30% Changes stats: +6 Cun / +5 Wil Changes resistances: +9% nature Changes resistances penetration: +5% nature / +9% fire Changes damage: +3% mind Global speed: +1% Massive two-handed swords. |
![]() dwarven-steel greatsword 'Gayaba' (168% power, 4 apr) Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 168% Range: 1.6x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to torment the target Damage (Melee): +4 physical Burst (radius 2) on crit: +16 ice When wielded/worn: Armour: +12 Changes stats: +1 Str Changes resistances: +3% temporal Changes resistances penetration: +12% cold / +14% mind / +12% darkness Critical mult.: +6.00% Maximum stamina: +15.00 Massive two-handed swords. |
![]() Requires: - Dexterity 11 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +6 On weapon hit: * 40% chance to corrode armour by 30% Damage (Ranged): +11 fire When wielded/worn: Changes stats: +2 Wil / +1 Cun / +4 Con Changes damage: +15% fire / +14% physical Talents cooldown: Fragmentation Shot (-2 turns) Pin Down (-1 turn) Longbows are used to shoot arrows at your foes. |
![]() hateful mossy mindstar (75% power, 12 apr, mind damage) Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 It is part of a set of items. This psionic mindstar hates not to be wrathful. Power: 75% Range: 1.1x Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +6% mind / +5% darkness Changes damage: +6% mind / +6% darkness Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() strafer's iron steamgun of cunning (+3) Requires: - Dexterity 11 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. Type: weapon / steamgun ; tier 1 Accuracy bonus: +0.1% dam / acc Armour Penetration: +5 Attack speed: 100% Firing range: +6 Travel speed: +600% Attacks use: 2.0 Steam When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Cun Changes resistances penetration: +11% physical Talent cooldown: Strafe (-2 turns) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Fatigue: -5% Changes stats: +6 Dex / +4 Wil / +4 Cun Critical mult.: +5.00% Maximum encumbrance: +22 Spell save: +3 (+1 eff.) Maximum vim: +20.00 Spell crit. chance: +2% Mental crit. chance: +6% A belt that goes around your waist. |
![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to daze at end of turn Damage when hit (Melee): 4 lightning / 4 fire Changes resistances: +6% blight / +19% fire / +7% cold Changes resistances penetration: +15% fire Changes damage: +15% fire Maximum encumbrance: +27 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() focusing linen robe of lightning (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +5 Mag / +5 Wil Changes resistances: +15% lightning Changes damage: +10% lightning Mana each turn: +0.12 Psi each turn: +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 8 blight / 8 temporal Changes stats: +5 Mag / +5 Wil Changes resistances: +18% light / +3% blight Changes resistances penetration: +10% blight Changes damage: +12% light / +3% blight Mana each turn: +0.14 Psi each turn: +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage when hit (Melee): 20 lightning Changes stats: +3 Str / +2 Mag / +3 Con Changes resistances: +5% arcane Changes damage: +15% arcane / +6% lightning Spell save: +2 (+1 eff.) Lowers spell cool-downs by: 10% It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 3.0 Power cost: 25 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() traveler's pair of iron boots (0 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Maximum encumbrance: +22 Physical save: +6 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Powered by arcane forces Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Physical crit. chance: +3.0% Physical power: +6 (+1 eff.) Armour: +7 Damage (Melee): 6 physical Changes stats: +6 Dex / +2 Mag / +2 Cun Changes resistances: +6% light / +6% darkness Changes damage: +13% physical Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Cun / +2 Mag Changes resistances: +6% light / +6% darkness Changes resistances penetration: +10% arcane Changes damage: +3% darkness Mana each turn: +0.10 Mana when firing critical spell: +1.00 Vim when firing critical spell: +4.00 Spellpower: +6 (+3 eff.) Spell crit. chance: +4% Infravision radius: +1 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 1.0 Power cost: 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 60.52 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() corrosive dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +14 (+3 eff.) Armour: +2 Damage (Melee): 6 acid Changes stats: +2 Dex Changes resistances: +8% acid Changes damage: +5% acid Metal gloves protecting the hands up to the middle of the lower arm. |
![]() naturalist's dwarven-steel gauntlets of strength (+2) (0 def, 2 armour) Requires: - Talent Heavy Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Physical power: +14 (+3 eff.) Armour: +2 Damage (Melee): 6 nature Changes stats: +2 Str Changes resistances: +7% nature Changes damage: +3% nature Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Falohek (0 def, 3 armour) Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +3 Fatigue: +3% Changes stats: +4 Dex / +4 Wil / +5 Cun Changes resistances: +3% physical / +3% blight / +6% fire / +6% temporal / +6% cold Physical save: +20 (+8 eff.) Disease immunity: +5% Teleport immunity: +5% Stamina when hit: +1.50 Equilibrium when hit: +2.00 Mindpower: +5 (+1 eff.) A cap made of leather. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Ranged Defense: +3 (+1 eff.) Effects on melee hit: * Slows global speed by 30% Changes stats: +4 Mag / +4 Wil Changes resistances: +6% light / +5% arcane / +21% darkness Changes damage: +10% darkness Stun/Freeze immunity: +15% Spellpower: +4 (+2 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Changes stats: +3 Wil Changes damage: +11% arcane Reduces incoming crit damage: 5.00% Physical save: +16 (+7 eff.) Mental save: +26 (+9 eff.) Silence immunity: +15% Confusion immunity: +20% Maximum mana: +24.00 A pointy cloth hat, very wizardly... |
![]() linen wizard hat 'Unlightfiend' (1 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 30% chance to inflict 15% damage reduction Changes resistances: +3% fire / +7% physical / +15% darkness / +12% mind Changes damage: +6% physical / +12% mind / +16% darkness Mana each turn: +0.13 Maximum hate: +7.00 Spellpower: +3 (+2 eff.) Spell crit. chance: +3% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% A pointy cloth hat, very wizardly... |
![]() Requires: - Strength 10 Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 1 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +6% Damage when hit (Melee): 4 acid / 8 fire Changes resistances: +19% acid / +7% cold / +31% lightning Changes resistances penetration: +5% fire Changes damage: +6% acid / +9% fire Allows you to breathe in: water A suit of armour made of leather. |
![]() radiant hardened leather armour of lightning resistance (3 def, 6 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +6 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 9 light Changes stats: +2 Wil Changes resistances: +15% blight / +15% darkness / +17% lightning Light radius: +1 A suit of armour made of leather. |
![]() Requires: - Dexterity 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 140% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Mind Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +10 Crit. chance: +1.0% Capacity: 40 Turns elapse between self-loadings: 3 Damage (Ranged): +16 mind Burst (radius 1) on hit: +4 mind / +4 fire Burst (radius 2) on crit: +4 mind / +12 fire Arrows are used with bows to pierce your foes to death. |
![]() Requires: - Dexterity 11 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 1 Power: 131% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Temporal Mastery: Master Marksman Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Crit. chance: +1.0% Capacity: 30 On weapon hit: * 40% chance to gain 10% of a turn (3/turn limit) * 20% chance to torment the target Damage (Ranged): +8 temporal / +11 darkness / +12 blight / +11 mind Burst (radius 1) on hit: +4 temporal Burst (radius 2) on crit: +4 temporal When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
![]() 0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 8 nature Changes stats: +4 Cun Changes resistances: +5% arcane Changes resistances penetration: +10% arcane Changes damage: +12% arcane Mental save: +5 (+2 eff.) Light radius: -8 Infravision radius: +5 See stealth: +6 See invisible: +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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() insidious pouch of iron shots of accuracy (16/16, 118% power, 1 apr) Requires: - Dexterity 11 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 1 Power: 118% Range: 1.2x Uses stats: 50% Cun, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.1% dam / acc Accuracy: +5 Armour Penetration: +1 Crit. chance: +4.0% Capacity: 16 Damage (Ranged): +14 insidious poison Shots are used with slings to pummel your foes to death. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +3 Dex / +2 Mag / +6 Wil / +2 Cun Talents cooldown: Lay Web (-1 turn) Rushing Claws (-1 turn) Talents granted: +2 Lay Web +2 Rushing Claws Reduces incoming crit damage: 10.00% It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 10 turns. Natural totems are made by powerful wilders to store nature power. |
![]() yew totem of healing 'Daimekalthoharayon' [power 132] (20 cooldown) Infused by nature 2.00 Encumbrance. [Random Unique] Type: charm / totem ; tier 3 When wielded/worn: Changes resistances: +9% acid / +5% arcane Maximum wards: +1 acid / +3 nature / +3 light Changes resistances penetration: +10% arcane Changes damage: +18% acid Talent cooldown: Rushing Claws (-1 turn) Talents granted: +1 Ward +3 Rushing Claws It can be used to heal a target within range 7 (based on Willpower) for 132, putting all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 1 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Ranged Defense: +6 (+2 eff.) Changes resistances: +9% acid / +3% light / +9% lightning Maximum wards: +3 lightning / +3 temporal / +4 blight / +3 fire / +4 cold Talent cooldown: Strike (-1 turn) Talents granted: +2 Strike +2 Ward Physical save: +10 (+5 eff.) Confusion immunity: +5% Stun/Freeze immunity: +10% It can be used to reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 3 turns, putting all charms on cooldown for 6 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Miinsi the Ogre Adventurer level 15
79th Pyre 122nd year of Ascendancy at 22:06 see stats
By Miinsi the Ogre Adventurer level 10
74th Pyre 122nd year of Ascendancy at 11:00 see stats
By Miinsi the Ogre Adventurer level 15
78th Pyre 122nd year of Ascendancy at 12:32 see stats
By Miinsi the Ogre Adventurer level 18
5th Mirth 122nd year of Ascendancy at 18:29 see stats
By Miinsi the Ogre Adventurer level 16
2nd Mirth 122nd year of Ascendancy at 07:51 see stats
Log
Glorutira the large white snake converts some damage to Psi!
Salina the large brown snake's Temporal Bolt hits Glorutira the large white snake for (27 to psi shield), (12 absorbed), 2 to psi, 2 physical, (39 to psi shield), 9 to psi, 11 temporal (23 total damage).
Glorutira the large white snake receives 4 healing (6 psi heal).
Glorutira the large white snake hits Miinsi for (18 absorbed), 107 mind (107 total damage).
Thought-forged warrior receives 15 healing.
Miinsi uses Trueshot.
Miinsi uses Perfect Strike.
Miinsi aims carefully.
Miinsi uses Blinding Speed.
Miinsi speeds up.
Miinsi casts Ogric Wrath.
Miinsi enters an ogric frenzy.
Miinsi uses Sentinel.
Yvyda the armoured skeleton warrior uses Willful Strike.
Yvyda the armoured skeleton warrior hits Miinsi for 179 physical damage.
Miinsi the level 18 ogre adventurer was skewered to death by Yvyda the armoured skeleton warrior on level 1 of Ruins of Kor'Pul.
You have 1 life(s) left.
Miinsi regains its senses.
Miinsi deactivates Beyond the Flesh.
Miinsi deactivates Wild Growth.
Miinsi aims less carefully.
Miinsi deactivates Weapon Folding.
Miinsi deactivates Intuitive Shots.
Miinsi calms down.
Miinsi slows down.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Yvyda the armoured skeleton warrior killed Miinsi!
Saving done.