












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Store Wish List 1.7.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". 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:
Improved Auto-explore and Rest 1.7.2Quality 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. 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 | Female |
| Race | Halfling |
| Class | Skirmisher |
| Level / Exp | 21 / 22% |
| Size | small |
| Lifes / Deaths | Killed by Beterakira the giant ice ant at level 21 on the 5th Regrowth 123rd year of Ascendancy at 11:09 / 1 |
Primary Stats
| Strength | 14 (base 13) |
| Dexterity | 54 (base 50) |
| Constitution | 11 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 17 (base 11) |
| Cunning | 55 (base 38) |
Resources
| Life | -201/539 |
| Stamina | 2/218 |
| Healing Factor | 1.0097162075846 |
| Regeneration | 9.3398749201578 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 48.547167853303 |
| See Invisible | 48.547167853303 |
Offense: Mainhand
| Damage | 87 |
| Accuracy | 50 |
| Crit Chance | 24% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Arcane | +6% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Physical | +25% |
| All | +5% |
Defense: Base
| Armour (hardiness) | 37 (48.594633868923%) |
| Defense | 62 |
| Ranged Defense | 62 |
| Fatigue | 1.9238052216851 |
| Physical Save | 23 |
| Spell Save | 26 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 15%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Lightning | + 32%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 1%( 70%) |
| Darkness | + 3%( 70%) |
| Fire | + 27%( 70%) |
| Nature | + 6%( 70%) |
Defense: Immunities
| Disarm Resistance | 46% |
| Stun Resistance | 25% |
| Pinning Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 60% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 152 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 449% 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 Strength stat. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
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 |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Polille the large white snake. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | 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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. 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 giant spider spinneret. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | 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 within7 lumberjacks have died. | done |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 48% (based on Cunning). Uses 40 power out of 36/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Quiver | deadly pouch of dwarven-steel shots of wind (14/14, 38-45 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Nature/Master Weapon Damage 37.5 - 45.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 14 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 98 physical damage Shots are used with slings to pummel your foes to death. |
| Light source | Squalornoon the brass lantern2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +3% nature defense ------ Resistance +6% fire +3% nature +3% temporal Mind save +6 (+3 eff.) Life +40.00 Life Regen +4.00 other ------- Light +3 See Stealth +7 See Invis +7 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 | iron helm 'Haravor' (5 def, 13 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Physical Crit +2.0% defense ------ Armor +13 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% blight +3% fire +5% arcane +3% nature Mind save +5 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | restful dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+3 eff.) defense ------ Armor +2 Fatigue +3% Life Regen +3.00 other ------- Stamina/turn +0.70 Max stamina +10.00 Unarmed combat: Weapon Damage 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xanetha the steel torque of clear mind [power 2] (20 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: defense ------ Resistance +3% mind +3% darkness Spell save +12 (+6 eff.) Life Regen +2.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to reduce fatigue by 29% for 2 turns. 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Chadrakath the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +20% physical On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Defense +10 (+3 eff.) Resistance +3% blight Physical save +9 (+4 eff.) Spell save +7 (+3 eff.) Mind save +7 (+4 eff.) Rings make your fingers look great! |
| On fingers | Islawen0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +6 Cun defense ------ Resistance +6% blight +1% physical Life +22.00 Disarm Resist +46% Pinning Resist +22% Knockbk Resist +20% other ------- Equi when Hit +0.04 Rings make your fingers look great! |
| Around neck | Kiharafang the Abyssswift0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +7 Lck +3 Wil offense ------ Damage +6% arcane +6% fire Accuracy +9 (+3 eff.) defense ------ Defense +7 (+2 eff.) Resistance +13% lightning Resist unseen 12% Stun Resist +25% other ------- Vim-on-crit +2.00 Amulets make your neck look great! |
| In main hand | ranger's rough leather sling of piercing4.0 Encumbrance T1 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +1 Dex offense ------ Ignore resists +5% all Accuracy +6 (+2 eff.) Ignore Armor +5 Slings are used to hurl stones or metal shots at your foes. |
| Around waist | Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +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 | flaming dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 28-33 power, 74.5 block)7.0 Encumbrance T3 shield armor [Ego] Nature/Master When used to Attack: Weapon Damage 27.5 - 33.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +74 On-Hit, radius 1 +10 fire While equipped: offense ------ On-Hit 6 fire When Hit 7 fire defense ------ Armor +6 Fatigue +8% Resistance +18% fire other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Guna the Dusksmash (27 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Accuracy +5 (+2 eff.) On-Hit (Melee): * 20% chance to reduce damage dealt by 15% defense ------ Defense +27 (+7 eff.) Resistance +3% lightning Physical save +7 (+3 eff.) Unlife -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rough leather armour 'Lavakiller' (3 def, 8 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: Stats +1 Str offense ------ Damage +6% fire defense ------ Armor +8 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning Unlife -80.00 life other ------- Stamina/turn +1.00 Max stamina +30.00 A suit of armour made of leather. |
Inventory
regeneration infusion of the duelist (heal 244; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the duelist (absorb 350; dur 4; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 350 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 Encumbrance T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 28 out of 35/35. Range melee/personal Cooldown: 15 Travel.spd instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 176 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
grounding copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Healmod +11% Cut Resist +50% Stun Resist +22% Heal: Puts all charms on 28 cooldown Effective talent level: 1.0 Power cost 28 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
restful copper amulet of strength (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
warrior's copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +5% physical Healmod +12% Cut Resist +40% other ------- Stamina/turn +0.30 Heal: Puts all charms on 28 cooldown Effective talent level: 2.0 Power cost 28 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 178 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Nerygada the Galeserpent0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +3% lightning Ignore resists +10% lightning +15% fire +5% acid On-Hit (Melee): * 20% chance to reduce armor by 19% defense ------ Resistance +6% lightning Mind save +5 (+3 eff.) Confus Resist +23% Rings make your fingers look great! |
titan's steel ring of nature (+20%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% nature defense ------ Resistance +20% nature Physical save +6 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring of fire (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +10% fire defense ------ Armor +4 Resistance +20% fire Rings make your fingers look great! |
wizard's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Physical Power +5 (+3 eff.) Spellpower +5 (+5 eff.) Mindpower +6 (+3 eff.) defense ------ Spell save +4 (+2 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
enhanced steel dagger (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature Weapon Damage 12.0 - 15.6 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +4 Str +4 Dex +5 Mag +5 Wil +3 Cun +4 Con Sharp, short and deadly. |
Flashbreacher (12-16 power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Rare] Arcane Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +6 (+5 eff.) Ignore resists +5% temporal defense ------ Resistance +3% cold +3% temporal Life +40.00 Stun Resist +20% other ------- Light +3 Blunt and deadly. |
rough leather sling 'Chamedraldil'4.0 Encumbrance T1 sling 1H weapon [Rare] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 While equipped: Stats +2 Str +2 Cun +1 Con offense ------ Physical Power +6 (+3 eff.) defense ------ Defense +20 (+5 eff.) Resistance +6% cold +3% temporal Life Regen +2.00 other ------- See Invis +3 Slings are used to hurl stones or metal shots at your foes. |
Weepvault the elm magestaff (10-12 power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Rare] Nature Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +4 Mag +2 Cun +4 Con offense ------ Spell Crit +1% Spellpower +6 (+5 eff.) Damage +3% cold +10% fire Ignore resists +5% nature When Hit 6 nature defense ------ Life Regen +0.60 Healmod +12% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
rough leather belt 'Blindhunger'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Damage +3% light +6% cold Ignore resists +25% light defense ------ Defense +9 (+3 eff.) Resistance +18% cold Stealth +6 A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Elenychik the Brightvault (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +3 Mag +1 Con offense ------ Ignore resists +5% fire When Hit 4 fire On-Hit (Melee): * 20% chance to slow global speed by 44% defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poluwe (1 def, 10 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Dex defense ------ Armor +10 Defense +1 (+1 eff.) Resistance +1% physical +11% cold +9% mind +5% arcane other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Phoenixwar (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: offense ------ Mindpower +5 (+3 eff.) Damage +13% physical defense ------ Resistance +6% lightning +13% physical +3% fire +7% all Healmod +5% Disease Resist +10% Disarm Resist +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of lightning (+18%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% lightning defense ------ Resistance +18% lightning +9% all other ------- Mana/turn +0.11 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of iron boots 'Armoredar' (0 def, 5 armour)3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +1 Str +5 Mag offense ------ When Hit 2 arcane defense ------ Armor +5 Fatigue +2% Crit Resistance 15.00% other ------- Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Duvodur' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +3 Wil +1 Con defense ------ Armor +3 Fatigue +2% Crit Resistance 5.00% Life Regen +2.00 Healmod +11% other ------- Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Belathra (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +4 Dex offense ------ On-Hit 7 cold Damage +4% cold Accuracy +12 (+4 eff.) Ignore Armor +8 defense ------ Armor +2 Fatigue +3% Resistance +3% mind +6% cold Physical save +6 (+3 eff.) Mind save +8 (+4 eff.) Disarm Resist +50% Teleport Resist +10% Unarmed combat: Weapon Damage 18.5 - 25.9 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +14 Ignore Armor +15 Critical Rate +8.0% Attack Speed 83% On-crit, radius 2 +6 ice On Hit: 10% Ice Breath 3 On Hit: 10% Perfect Control 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 16 cooldown Effective talent level: 3.0 Power cost 16 out of 20/20. Range 7 Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Brandedge the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Random Unique] Nature/Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) On-Hit 8 nature 7 fire Damage +5% nature +11% fire Ignore resists +25% light Accuracy +6 (+2 eff.) Ignore Armor +7 defense ------ Armor +2 Resistance +7% blight +15% fire +7% nature Spell save +13 (+6 eff.) Unarmed combat: Weapon Damage 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 nature +8 fire On Hit: 10% Fire Breath 3 On Hit: 10% Venomous Breath 3 On Hit: * 12% chance to slow global speed by 44% * 10% chance to reduce armor by 19% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bareleg (11 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +11% fire defense ------ Defense +11 (+3 eff.) Resistance +3% acid +16% fire Physical save +9 (+4 eff.) Spell save +6 (+3 eff.) Stun Resist +10% A pointy cloth hat, very wizardly... |
Brodesin (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +5 Mag offense ------ Spellpower +10 (+7 eff.) Ignore Shields +10% defense ------ Armor +3 Fatigue +1% Crit Resistance 5.00% Poison Resist +10% other ------- Infravision +1 A cap made of leather. |
Splendourgore the iron helm (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Con offense ------ Damage +3% temporal defense ------ Armor +3 Fatigue +5% Resistance +6% light other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Beligayon the cured leather armour (9 def, 7 armour)9.0 Encumbrance T2 light armor [Random Unique] Master/Psionic While equipped: Stats +4 Cun +4 Dex defense ------ Armor +7 Defense +9 (+3 eff.) Fatigue +7% Resistance +16% cold +6% mind +3% nature Spell save +3 (+1 eff.) Mind save +10 (+5 eff.) Healmod +20% Confus Resist +10% A suit of armour made of leather. |
Shiverwrest (0 def, 4 armour, 15-18 power, 41.5 block)7.0 Encumbrance T2 shield armor [Random Unique] Arcane When used to Attack: Weapon Damage 15.0 - 18.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.0% Block +42 On-hit +11 light +12 darkness On-crit, radius 2 +19 fire +18 light +8 mind On Hit: * reduce the cooldown of your ward talent by 1 While equipped: Stats +1 Cun +2 Mag offense ------ Damage +11% light +12% darkness +6% mind Ignore resists +10% cold On shield block: * Deals 23 light and fire damage to each enemy blocked defense ------ Armor +4 Fatigue +8% Resistance +3% cold +9% fire +11% darkness +18% light other ------- Wards +4 lightning +4 temporal +4 darkness +5 fire +4 nature +4 blight +5 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
dwarven-steel shield of winter (0 def, 6 armour, 30-35 power, 79 block)7.0 Encumbrance T3 shield armor [Ego+] Nature When used to Attack: Weapon Damage 29.5 - 35.4 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +3.5% Block +79 On-hit +12 cold While equipped: Stats +1 Wil offense ------ On shield block: * Deals 85 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +12% cold other ------- Talents +1 Block Handheld deflection devices. |
iron shield 'Polulenne' (0 def, 25 armour, 8-9 power, 42 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 7.5 - 9.0 Physical Uses 100% Str Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +2.5% Block +42 While equipped: defense ------ Armor +25 Fatigue +8% Resistance +15% cold Physical save +3 (+1 eff.) other ------- Stamina/turn +2.00 Talents +1 Block Handheld deflection devices. |
8 agate0.0 Encumbrance 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. |
308 alchemist agate0.0 Encumbrance 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 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 Encumbrance 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. |
Rainwilder (dig speed 38 turns)3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag +1 Wil offense ------ Spell Crit +5% Damage +3% light +3% mind When Hit 2 cold defense ------ Mind save +18 (+9 eff.) other ------- Max mana +21.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Elavena' (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Ignore Armor +6 defense ------ Resistance +6% temporal Crit Resistance 10.00% Spell save +3 (+1 eff.) Unlife -40.00 life Healmod +20% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% While carried: other ------- Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 21 cooldown Effective talent level: 4.0 Power cost 21 out of 26/26. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical 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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Floeguile'2.0 Encumbrance T1 lite [Rare] Master While equipped: Stats +2 Cun +3 Dex offense ------ Damage +21% cold defense ------ Resistance +3% cold Crit Resistance 5.00% other ------- 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. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 16 out of 25/25. Range 7 Cooldown: 6 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 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 Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Annulment (1/1)2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 24 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 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 Encumbrance 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. |
barbed pouch of steel shots of crippling (13/13, 28-34 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego++] Master Weapon Damage 28.5 - 34.2 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +16.5% Capacity 13 On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of accuracy (22/22, 25-30 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 25.0 - 30.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +2 Critical Rate +4.5% Capacity 22 Shots are used with slings to pummel your foes to death. |
Chyduchak [power 122] (12 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Armor +2 Defense +10 (+3 eff.) Mind save +12 (+6 eff.) Disarm Resist +10% Stun Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of healing 'Aerivea' [power 110] (12 cooldown)2.0 Encumbrance T1 totem charm [Rare] Nature While equipped: Stats +4 Cun +2 Wil offense ------ Critical power +5.00% Mindpower +5 (+3 eff.) defense ------ Resistance +3% darkness Mind save +3 (+2 eff.) Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 12 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Naltira the Halfling Skirmisher level 14
52nd Haze 122nd year of Ascendancy at 18:13 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Naltira the Halfling Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 13:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Naltira the Halfling Skirmisher level 20
5th Allure 123rd year of Ascendancy at 03:34 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Naltira the Halfling Skirmisher level 17
76th Haze 122nd year of Ascendancy at 21:11 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Naltira the Halfling Skirmisher level 7
2nd Mirth 122nd year of Ascendancy at 08:52 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Naltira the Halfling Skirmisher level 10
73rd Dusk 122nd year of Ascendancy at 11:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Naltira the Halfling Skirmisher level 16
65th Haze 122nd year of Ascendancy at 13:56 see stats
Log
You are asleep and unable to move!
Polille the large white snake uses Mind Sear.
Naltira reacts to damage from Polille the large white snake, mitigating the blow!.
Polille the large white snake hits Naltira for (26 flat reduction), (62 reacted , -5 stam), 117 mind (117 total damage).
Naltira is no longer sleeping.
Polille the large white snake strikes the dreamforge!
Polille the large white snake converts some damage to Psi!
Bleeding from Naltira hits Polille the large white snake for 10 to psi, 16 physical (26 total damage).
Burning from Polille the large white snake hits Polille the large white snake for 1 to psi, 1 fire (2 total damage).
Dreamforge hits Naltira for (14 flat reduction), 0 mind, (5 flat reduction), 0 fire (0 total damage).
Bleeding from Naltira hits Naltira for (13 flat reduction), 0 physical (0 total damage).
Burning from Polille the large white snake hits Naltira for (2 flat reduction), 0 fire (0 total damage).
Naltira uses Infusion: Wild.
Naltira regains hope.
Naltira is cured!
Naltira lessens the pain.
Polille the large white snake stops burning.
Polille the large white snake stops bleeding.
Naltira is no longer suffering from insomnia.
Naltira stops bleeding.
Burning from Polille the large white snake hits Naltira for (2 flat reduction), 0 fire (0 total damage).
Polille the large white snake uses Mind Sear.
Polille the large white snake's mind surges with critical power!
Naltira reacts to damage from Polille the large white snake, mitigating the blow!.
Polille the large white snake hits Naltira for (26 flat reduction), (68 reacted , -5 stam), 130 mind (130 total damage).
Naltira reacts to damage from Something, mitigating the blow!.
Something hits Naltira for (26 flat reduction), (64 reacted , -5 stam), 121 physical (121 total damage).
Naltira the level 21 halfling skirmisher was bled to death by Beterakira the giant ice ant on level 2 of Old Forest.
































































































