













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Dwarf |
| Class | Adventurer |
| Level / Exp | 28 / 36% |
| Size | medium |
| Lifes / Deaths | Killed by elven corruptor at level 28 on the 5th Shortage 122nd year of Ascendancy at 06:41 / 1 |
Primary Stats
| Strength | 25 (base 16) |
| Dexterity | 23 (base 19) |
| Constitution | 21 (base 13) |
| Magic | 39 (base 33) |
| Willpower | 51 (base 38) |
| Cunning | 52 (base 37) |
Resources
| Mana | 437/487 |
| Equilibrium | 32 |
| Life | -111/939 |
| Positive | 1/131 |
| Stamina | 224/284 |
| Psi | 141/141 |
| Healing Factor | 1.424804467222 |
| Regeneration | 21.165246522453 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 41 |
| Crit Chance | 16% |
| APR | 0 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 32 |
| Accuracy | 41 |
| Crit Chance | 18% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +11% |
| Lightning | +23% |
| Light | +12% |
| Cold | +12% |
| Darkness | +11% |
| Arcane | +5% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 72.486248202207 (69.94504671007%) |
| Defense | 20 |
| Ranged Defense | 20 |
| Fatigue | 5 |
| Physical Save | 55 |
| Spell Save | 52 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 48%( 73%) |
| Blight | + 17%( 73%) |
| Physical | + 17%( 73%) |
| Cold | + 35%( 73%) |
| All | + 6%( 73%) |
| Lightning | + 59%( 73%) |
| Light | + 39%( 73%) |
| Temporal | + 9%( 73%) |
| Mind | + 15%( 73%) |
| Darkness | + 18%( 73%) |
| Fire | + 13%( 73%) |
| Nature | + 18%( 73%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Bleed Resistance | 60% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 295 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
| Spell / Eldritch shield | 1.20 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.00 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield defense | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Earthen power | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Moss | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Psionic / Finer energy manipulations | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost warrior from death by Defense and defensibility. Escort: lost warrior (level 1 of Daikara) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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 fire dragon that dwelled there. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed sandworm tooth. | 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 within9 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
| Quiver | Berehell (18/18, 132% power, 5 apr)Requires: - Dexterity 11 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Power: 133% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 18 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 119 physical damage Travel speed: +200% Damage (Ranged): +12 mind Damage (radius 1) on hit: +4 mind Damage (radius 2) on crit: +4 blight / +8 mind Arrows are used with bows to pierce your foes to death. |
| On hands | alchemist's hardened leather gloves of the starseeker (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 acid / 5 fire / 5 cold / 5 lightning Changes stats: +5 Mag / +3 Wil / +4 Cun Changes resistances: +5% light / +7% darkness Infravision radius: +2 When used to modify unarmed attacks: Power: 138% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% Damage (Melee): +4 ice / +9 fire / +13 acid / +4 lightning Damage (radius 2) on crit: +15 light / +13 darkness It can be used to activate talent Starfall, placing all other charms into a 20 cooldown : Effective talent level: 2.5 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 94.03 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. |
| Light source | Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
| On head | Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 2.5 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 66.41 to 199.24 lightning damage (132.83 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 46% (based on Cunning) Activation costs 50 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Tool | Malodudig the iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Changes stats: +1 Str / +6 Dex Changes damage: +3% arcane Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +20.00 Movement speed: +10% Damage Shield penetration: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | ChargedarePowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +2 Changes stats: +3 Mag / +5 Wil / +8 Cun Changes resistances: +6% lightning Changes damage: +9% physical Only die when reaching: -20.00 life Spellpower: +13 (+5 eff.) Mindpower: +11 (+4 eff.) Rings make your fingers look great! |
| On fingers | Bleakravager the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +22% lightning / +3% temporal / +6% darkness Changes damage: +11% lightning / +9% darkness Rings make your fingers look great! |
| Around neck | protective steel amulet of healingInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +4 Defense: +5 (+3 eff.) Changes resistances cap: +3% all Physical save: +7 (+2 eff.) Cut immunity: +60% Healing mod.: +10% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 332 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | Beriromigar the Coalhunger (0 def, 4 armour, 133% power, 42 block)Requires: - Shield usage training - Strength 16 Infused by nature Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 134% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +42 On weapon hit: * 10% chance to reduce damage dealt by 22% Damage (Melee): +10 cold Damage (radius 1) on hit: +13 fire When wielded/worn: Armour: +4 Fatigue: +8% Damage (Melee): 6 fire Damage when hit (Melee): 1 fire On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +2 Wil Changes resistances: +6% acid / +12% physical / +11% cold Changes resistances penetration: +15% darkness Talent granted: +1 Block Handheld deflection devices. |
| Around waist | Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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 | Hanygachik the Phlegmkarma (0 def, 10 armour, 186% power, 202.5 block)Requires: - Shield usage training - Strength 48 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 5 When used to attack (with talents): Power: 187% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +5.0% Block value: +202 When wielded/worn: Armour: +10 Fatigue: +8% Effects on melee hit: * 20% chance to slow global speed by 54% Damage when hit (Melee): 8 fire Changes resistances: +32% acid / +3% cold / +12% lightning Talent granted: +1 Block Spell save: +6 (+2 eff.) Handheld deflection devices. |
| Cloak | Poledatira the Coaltaint (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to reduce all saves and defense by 27 Damage when hit (Melee): 2 darkness Changes resistances: +7% acid / +7% fire / +9% mind / +12% blight / +7% cold / +13% nature / +6% lightning Changes damage: +3% mind Physical save: +8 (+3 eff.) Mental save: +9 (+3 eff.) Life regen: +4.00 Only die when reaching: -50.00 life Healing mod.: +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Xikira (3 def, 13 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+2 eff.) Fatigue: +7% Changes stats: +4 Str / +5 Con Changes resistances penetration: +10% blight Physical save: +7 (+2 eff.) Life regen: +4.30 Stamina each turn: +1.40 Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +8 Maximum life: +47.00 Spellpower: +25 (+9 eff.) A suit of armour made of mail. |
Inventory
BilegrindInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Defense: +15 (+8 eff.) Changes resistances: +19% mind / +9% acid Changes resistances penetration: +20% nature Reduces incoming crit damage: 15.00% Blindness immunity: +10% Confusion immunity: +31% Life regen: +4.00 Amulets make your neck look great! |
copper amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
grounding copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% lightning Cut immunity: +40% Stun/Freeze immunity: +21% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 4.5 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 332 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
rogue's copper ring of nature (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +3 Cun Changes resistances: +20% nature Changes damage: +10% nature Rings make your fingers look great! |
wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+2 eff.) Rings make your fingers look great! |
This item will automatically be transmogrified when you leave the level.Ximira (144% power, 9 apr) Requires: - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 145% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +13.0% Attack speed: 100% Damage (radius 1) on hit: +20 physical / +16 arcane / +13 fire When wielded/worn: Defense: +20 (+10 eff.) Changes resistances: +5% arcane Stamina each turn: +3.00 Sharp, short and deadly. |
Obliterator (173% power, 10 apr)Requires: - Strength 40 Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / greatmaul ; tier 3 It must be held with both hands. Power: 173% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +10 Attack speed: 100% On weapon hit: * Sends a tremor through the ground which causes jagged rocks to erupt in a beam of length 5, dealing 25 Physical damage (equal to your Strength, up to 150) and causing targets hit to bleed for an additional 50 damage over 5 turns. Bleeding can stack. Crushing Blows: Damage dealt by this weapon is increased by half your critical multiplier, if doing so would kill the target. When wielded/worn: Changes stats: +5 Str / +5 Con Critical mult.: +10.00% This massive hammer strikes with deadly force. Bones crunch, splinter and grind to dust under its impact. |
iron greatmaul of massacre (148% power, 1 apr)Requires: - Strength 11 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Power: 148% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +1 Crit. chance: +0.5% Attack speed: 100% Massive two-handed mauls. |
iron greatsword (135% power, 1 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 135% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% Massive two-handed swords. |
vined mindstar (87% power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 87% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Talent granted: +1 Attune Mindstar Mindpower: +4 (+1 eff.) Mental crit. chance: +2% 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. |
rough leather belt 'Shockbraze'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage when hit (Melee): 2 lightning Changes resistances: +11% lightning / +5% temporal Changes resistances penetration: +5% light / +20% acid A belt that goes around your waist. |
Adilelaith (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Physical crit. chance: +1.0% Physical power: +2 (+0 eff.) Defense: +1 (+1 eff.) Fatigue: -2% Changes stats: +1 Con Critical mult.: +15.00% Physical save: +3 (+1 eff.) Maximum stamina: +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Poryldanor (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 arcane Changes stats: +1 Str / +2 Con Changes resistances penetration: +5% temporal Changes damage: +6% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Snowroar the linen cloak (21 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +21 (+11 eff.) Changes stats: +2 Dex / +1 Cun / +1 Con Changes resistances penetration: +10% cold Critical mult.: +5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Yvugarira (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Changes stats: +1 Str / +2 Mag / +3 Wil / +2 Con Changes resistances penetration: +5% mind Changes damage: +3% physical Stamina each turn: +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bleakkiss (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Damage when hit (Melee): 4 darkness Changes stats: +1 Cun Changes resistances: +10% blight / +7% all Changes damage: +10% blight Critical mult.: +10.00% Mental crit. chance: +1% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe 'Glimmerschism' (0 def, 0 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +13% darkness / +15% blight / +22% cold / +12% mind / +11% all Changes damage: +13% cold Physical save: +12 (+4 eff.) Spell save: +12 (+4 eff.) Mental save: +23 (+8 eff.) Life regen: +2.40 Maximum life: +67.00 Light radius: +2 Healing mod.: +12% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Venombright (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Armour: +3 Fatigue: +2% Damage when hit (Melee): 4 nature Changes stats: +1 Dex Changes resistances: +6% lightning / +6% temporal Changes resistances penetration: +15% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level.pair of hardened leather boots of spellbinding (0 def, 3 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +2 Mag Lowers spell cool-downs by: 10% A pair of boots made of leather. |
pair of rough leather boots of tirelessness (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Eiliniyalle (0 def, 1 armour)Requires: - Heavy armour training Infused by nature 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 6 nature Changes resistances: +5% nature Changes resistances penetration: +15% blight Changes damage: +4% nature Mana each turn: +0.08 Maximum vim: +10.00 Spellpower: +5 (+2 eff.) When used to modify unarmed attacks: Power: 125% Range: 1.4x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 1). Damage (radius 2) on crit: +6 nature Metal gloves protecting the hands up to the middle of the lower arm. |
heroic hardened leather gloves of strength (+3) (0 def, 5 armour)Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +8 (+2 eff.) Armour: +5 Changes stats: +3 Str Mental save: +5 (+2 eff.) Maximum life: +52.00 When used to modify unarmed attacks: Power: 149% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +4 Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Battle Shout (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour)Requires: - Heavy armour training 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% When used to modify unarmed attacks: Power: 127% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% Metal gloves protecting the hands up to the middle of the lower arm. |
Corpseblight the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Armour: +3 Fatigue: +5% Damage when hit (Melee): 4 acid Changes stats: +1 Str Changes damage: +3% acid Physical save: +11 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
enlightening cured leather armour of the deep (6 def, 6 armour)Requires: - Strength 14 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +6 (+3 eff.) Fatigue: +7% Changes stats: +4 Cun / +4 Wil Changes resistances: +6% acid / +7% cold Allows you to breathe in: water Mental save: +10 (+4 eff.) A suit of armour made of leather. |
Byrain the steel plate armour (0 def, 9 armour)Requires: - Massive armour training - Strength 28 Crafted by a master Infused by psionic forces 17.00 Encumbrance. [Random Unique] Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Changes stats: +7 Cun / +8 Wil Changes resistances: +18% acid / +3% blight / +12% lightning Mental save: +23 (+8 eff.) A suit of armour made of metal plates. |
Coral Spray (8 def, 8 armour, 138% power, 48 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 1 When used to attack (with talents): Power: 138% Range: 1.4x Uses stat: 140% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +48 Damage (Melee): +10 cold When wielded/worn: Armour: +8 Defense: +8 (+4 eff.) Fatigue: +12% On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. Changes resistances: +15% cold / +10% fire Talent granted: +1 Block Maximum air capacity: +20.00 Special effect on block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Mucuswar the iron shield (0 def, 2 armour, 123% power, 17.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 123% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +18 Damage (radius 2) on crit: +12 nature When wielded/worn: Armour: +2 Fatigue: +8% Changes resistances: +16% lightning / +3% mind / +3% acid Changes resistances penetration: +10% nature Talent granted: +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 122% power, 20 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 122% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +20 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
iron shield (0 def, 2 armour, 124% power, 19 block)Requires: - Shield usage training - Strength 11 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 124% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +19 When wielded/worn: Armour: +2 Fatigue: +8% Talent granted: +1 Block Handheld deflection devices. |
reinforced iron shield of cold resistance (+16%) (0 def, 3 armour, 122% power, 38.5 block)Requires: - Shield usage training - Strength 11 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 1 When used to attack (with talents): Power: 122% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.5% Block value: +38 When wielded/worn: Armour: +3 Fatigue: +8% Changes resistances: +16% cold Talent granted: +1 Block Handheld deflection devices. |
This item will automatically be transmogrified when you leave the level.scouring stralite shield of winter (0 def, 8 armour, 171% power, 132.5 block) Requires: - Shield usage training - Strength 35 Infused by nature Infused by arcane disrupting forces 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 171% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +132 Damage (Melee): +12 cold When wielded/worn: Armour: +8 Fatigue: +8% Effects on melee hit: * 11 arcane resource burn Damage (Melee): 15 acid / 13 nature Effects when hit in melee: * 9 arcane resource burn On shield block: * Deals 146 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) Changes stats: +3 Wil / +5 Con Changes resistances: +11% acid / +14% cold / +8% nature Talent granted: +1 Block Handheld deflection devices. |
steel shield of resilience (0 def, 4 armour, 127% power, 37 block)Requires: - Shield usage training - Strength 16 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Power: 127% Range: 1.2x Uses stat: 100% Str Damage type: Physical Mastery: Stoneshield Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +37 When wielded/worn: Armour: +4 Fatigue: +8% Talent granted: +1 Block Maximum life: +40.00 Handheld deflection devices. |
6 agate0.00 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. |
127 alchemist agate0.00 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. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.00 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. |
Heart of PooshInfused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance Activation costs 100 power out of 6/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
Shiverblow the brass lanternInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +6% lightning / +3% cold Changes damage: +8% mind Maximum hate: +2.00 Mindpower: +25 (+8 eff.) Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
This item will automatically be transmogrified when you leave the level.alchemist's lamp 'Scorchquake' Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +10 Dex / +4 Wil / +8 Con Changes resistances: +9% fire Changes damage: +9% fire Reduces incoming crit damage: 15.00% Mental save: +10 (+4 eff.) Light radius: +4 See stealth: +16 See invisible: +13 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dwarven lantern 'Bereneg'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +3 Str / +4 Wil / +2 Cun Changes resistances: +3% temporal Changes damage: +9% mind Physical save: +11 (+4 eff.) Mindpower: +10 (+3 eff.) Light radius: +5 Healing mod.: +17% Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)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 Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification ChestPowered 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) Activation costs 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. |
This item will automatically be transmogrified when you leave the level.powerful dwarven-steel torque of psionic shield [power 75] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 75 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 16] (20 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Activation puts all charms on cooldown for 20 turns. Natural totems are made by powerful wilders to store nature power. |
4 amethyst0.00 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. |
3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine0.00 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. |
7 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.00 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
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Defense and defensibility the Dwarf Adventurer level 16
19th Profit 122nd year of Ascendancy at 00:34 see stats
Can you bear it? So much bearness! (Insane (Roguelike) difficulty)
Killed Borius in the Bearscape.By Defense and defensibility the Dwarf Adventurer level 21
29th Wealth 122nd year of Ascendancy at 15:46 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Defense and defensibility the Dwarf Adventurer level 19
41st Profit 122nd year of Ascendancy at 05:11 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Defense and defensibility the Dwarf Adventurer level 24
20th Loss 122nd year of Ascendancy at 04:26 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Defense and defensibility the Dwarf Adventurer level 26
24th Loss 122nd year of Ascendancy at 19:05 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Defense and defensibility the Dwarf Adventurer level 23
12nd Loss 122nd year of Ascendancy at 19:59 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Defense and defensibility the Dwarf Adventurer level 27
26th Loss 122nd year of Ascendancy at 19:26 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Defense and defensibility the Dwarf Adventurer level 10
31st Voratun 122nd year of Ascendancy at 16:56 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Defense and defensibility the Dwarf Adventurer level 20
26th Wealth 122nd year of Ascendancy at 23:18 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Defense and defensibility the Dwarf Adventurer level 26
24th Loss 122nd year of Ascendancy at 20:34 see stats
Squadmate (Insane (Roguelike) difficulty)
Escaped from Reknor alive with your squadmate Norgan.By Defense and defensibility the Dwarf Adventurer level 6
19th Voratun 122nd year of Ascendancy at 00:48 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Defense and defensibility the Dwarf Adventurer level 6
27th Voratun 122nd year of Ascendancy at 07:03 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Defense and defensibility the Dwarf Adventurer level 22
30th Wealth 122nd year of Ascendancy at 12:51 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Defense and defensibility the Dwarf Adventurer level 14
6th Profit 122nd year of Ascendancy at 10:18 see stats
Log
Layamitira the elven mage vanishes from sight.
Layamitira the elven mage deactivates Secrets of the Eternals.
Layamitira the elven mage is frozen to the ground!
Talent Infusion: Healing is ready to use.
Polybeth the ogre guard converts some damage to Psi!
Bleeding from Layamitira the elven mage hits Defense and defensibility for (12 blocked), 0 physical (0 total damage).
Defense and defensibility hits Layamitira the elven mage for 218 cold damage.
Defense and defensibility hits Polybeth the ogre guard for (76 resonance), 26 to psi, 30 cold (56 total damage).
Weakness Disease from Elven corruptor hits Defense and defensibility for (36 blocked), 0 blight (0 total damage).
Polybeth the ogre guard activates Mind Link.
Defense and defensibility's mind has been invaded!
Layamitira the elven mage casts Shock.
Defense and defensibility resists the effect 'Corrode'!
Layamitira the elven mage resists the pinning!
Polybeth the ogre guard shrugs off the effect 'Slow movement'!
Polybeth the ogre guard resists the pinning!
Polybeth the ogre guard converts some damage to Psi!
Defense and defensibility receives 52 healing from Layamitira the elven mage.
Layamitira the elven mage's corrosive acid area effect hits Defense and defensibility for (26 blocked), 0 acid (0 total damage).
Defense and defensibility receives 9 healing from Polybeth the ogre guard.
Defense and defensibility's healing nature area effect hits Layamitira the elven mage for 32 nature damage.
Defense and defensibility's healing nature area effect hits Polybeth the ogre guard for (14 resonance), 5 to psi, 5 nature (10 total damage).
Defense and defensibility's pinning nature area effect hits Layamitira the elven mage for 29 nature damage.
Defense and defensibility's pinning nature area effect hits Polybeth the ogre guard for (12 resonance), 4 to psi, 5 nature (9 total damage).
Defense and defensibility gains 3% of a turn from Ancestral Life.
Elven corruptor's Soul Rot hits Defense and defensibility for (288 blocked), 210 blight (210 total damage).
Defense and defensibility the level 28 dwarf adventurer was debilitated by noxious blight before falling to death by an elven corruptor on level 1 of Dark crypt.
You carry too much--you are encumbered!
Drop some of your items.
You are no longer encumbered.





































































































