













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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:
Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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:
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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 25 / 13% |
| Size | medium |
| Lifes / Deaths | Killed by Saleldanor the great wolf at level 11 on the 8th Dusk 122nd year of Ascendancy at 17:00 1 / 5Killed by Jedi at level 21 on the 44th Haze 122nd year of Ascendancy at 17:33 Killed by Emelubremina the giant blue ant at level 22 on the 49th Haze 122nd year of Ascendancy at 05:43 Killed by Bethevena the runed bone giant at level 25 on the 59th Haze 122nd year of Ascendancy at 05:00 Killed by armoured skeleton warrior at level 25 on the 2nd Decay 122nd year of Ascendancy at 06:12 |
Primary Stats
| Strength | 20 (base 12) |
| Dexterity | 31 (base 27) |
| Constitution | 12 (base 12) |
| Magic | 18 (base 18) |
| Willpower | 38 (base 31) |
| Cunning | 54 (base 50) |
Resources
| Psi | 305/305 |
| Life | 498/498 |
| Steam | 100/100 |
| Stamina | 242/242 |
| Equilibrium | 0 |
| Healing Factor | 1.2191526171258 |
| Regeneration | 16.343322431486 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 13 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 66 |
| Crit Chance | 26% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 66 |
| Crit Chance | 29% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +21% |
| Blight | +10% |
| Physical | +31% |
| Cold | +22% |
| All | 0% |
| Darkness | +6% |
| Lightning | +18% |
| Mind | +27% |
| Fire | +17% |
| Nature | +46% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +25% |
| Light | +15% |
| Nature | +35% |
Defense: Base
| Armour (hardiness) | 2 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 22.6 |
| Spell Save | 21 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 14%( 70%) |
| Arcane | + 20%( 70%) |
| Cold | + 38%( 70%) |
| All | + 11%( 70%) |
| Physical | + 23%( 70%) |
| Lightning | + 19%( 70%) |
| Light | + 14%( 70%) |
| Temporal | + 19%( 70%) |
| Mind | + 19%( 70%) |
| Darkness | + 24%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 42%( 70%) |
Defense: Immunities
| Disarm Resistance | 43% |
| Bleed Resistance | 10% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 33% |
| Poison Resistance | 20% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 9.1 steam per turn. Can be activated for an instant burst of 46 steam. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 572% 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 84 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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 15% for 2 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemical warfare | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Solipsism | 1.00 |
| 2/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Cunning / Poisons | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Avoidance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| beneficial effect | Increases defense by 10. Mobile Defense |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You failed to protect the lost defiler from death by Belulle the large white snake. Escort: lost defiler (level 1 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Ivuyatha the brown mold. Escort: repented thief (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the 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. | 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 within5 lumberjacks have died. | done |
Equipment
| Psionic focus | Xanemira the dwarven-steel greatsword (36-57 power, 2 apr) 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Random Unique] Master Weapon Damage 35.5 - 56.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * splashes acid on your target dealing 35 damage and reducing their armor On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +4 Cun +5 Str offense ------ Physical Crit +9.0% Damage +10% physical Ignore Shields +30% Accuracy +24 (+6 eff.) When Hit 2 arcane defense ------ Defense +10 (+3 eff.) Disarm Resist +43% Massive two-handed swords. |
| On hands | Windstriker (0 def, 1 armour) 1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Wil offense ------ Physical Power +5 (+2 eff.) Damage +6% nature Ignore resists +10% nature defense ------ Armor +1 other ------- EQ when Hit +0.16 Talents +3 Itching Powder Unarmed combat: Weapon Damage 11.5 - 12.7 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Arywe the Stormmire2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +3% blight +3% darkness +3% lightning other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arthulatharoddadin (1 def, 0 armour) 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +3 Wil offense ------ Ignore resists +5% blight Accuracy +16 (+4 eff.) defense ------ Defense +1 (+0 eff.) Resistance +6% lightning +6% temporal +6% mind Life +60.00 Life Regen +4.00 other ------- Light +7 A pointy cloth hat, very wizardly... |
| On feet | Pusmistress (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +12% nature defense ------ Armor +1 Resistance +3% temporal +7% fire +5% arcane +6% cold Mind save +6 (+3 eff.) Blind Resist +20% A pair of boots made of leather. |
| Tool | steel torque of psionic shield [power 47] (6/25 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Korosta0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: offense ------ Mind Crit +2% Critical power +5.00% Damage +11% acid defense ------ Resistance +22% acid +6% fire +5% arcane +3% darkness Poison Resist +20% Rings make your fingers look great! |
| On fingers | Belaroddakalthothad the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: Stats +4 Dex +2 Wil offense ------ Physical Power +10 (+4 eff.) Damage +14% physical Accuracy +20 (+5 eff.) defense ------ Resistance +3% fire +14% physical Physical save +6 (+2 eff.) Rings make your fingers look great! |
| Around neck | Offalsmash the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 53% * 20% chance to reduce all saves and defense by 26 defense ------ Resistance +3% nature +12% fire +3% mind +10% cold Amulets make your neck look great! |
| In main hand | projecting thorny mindstar of gales (8-9 power, 24 apr, nature damage) 3.0 Encumbrance T3 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% On Hit: * applies a stacking poison dealing 24 damage per turn While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +18% lightning +22% cold +7% fire +7% physical defense ------ Defense +10 (+3 eff.) Pinning Resist +23% other ------- Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
| Around waist | Shiversteel |
| In off hand | Bloomsoul (8-9 power, 13 apr, nature damage) 3.0 Encumbrance T2 mindstar 1H weapon [Unique] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +13 Critical Rate +7.0% Attack Speed 100% On Hit: * injects a simple virus dealing 71 blight damage on hit and lowering the victims highest stat While equipped: offense ------ Mind Crit +4% Mindpower +8 (+3 eff.) defense ------ Life Regen +2.00 Healmod +20% other ------- Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Effective talent level: 1.0 Power cost 40 out of 27/40. Range melee/personal Cooldown: 50 Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 26 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
| Cloak | Deepsdeath the linen cloak (7 def, 0 armour) 2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +12% mind +6% darkness Ignore resists +25% mind +25% nature When Hit 4 mind defense ------ Defense +7 (+2 eff.) Resistance +5% nature +5% cold Physical save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Bleakblood the cashmere robe (0 def, 0 armour) 2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: offense ------ Damage +18% nature +15% mind Ignore resists +15% light When Hit 8 darkness On-Hit (Melee): * 10% chance to reduce all saves and defense by 26 defense ------ Resistance +10% acid +9% darkness +3% light +27% nature +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the titan (heal 70; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 70 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 445%; cd 11)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 445% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 650%; cd 9)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 650% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 78; 12 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 78 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 250; 12 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Armour Reinforcement0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Corrosive Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mana Coil0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Moss Tread0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Poison Groove0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Power Distributor0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Projector0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Saw Shell0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Viral Needlegun0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Water Salve0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Rainbrand the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +7 Wil offense ------ Ignore resists +10% nature defense ------ Resistance +15% acid Mind save +6 (+3 eff.) other ------- See Invisibility +6 Rings make your fingers look great! |
Xanyrin the Shaderebel0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +5 Mag +6 Wil +5 Cun defense ------ Defense +10 (+3 eff.) Resistance +6% darkness Crit Resistance 15.00% Rings make your fingers look great! |
psionicist's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil offense ------ Physical Power +6 (+2 eff.) Spellpower +5 (+3 eff.) Mindpower +6 (+2 eff.) defense ------ Mind save +4 (+2 eff.) Rings make your fingers look great! |
psionicist's steel ring of nature (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Damage +11% nature defense ------ Resistance +22% nature Mind save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring of tenacity0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +7 (+3 eff.) Spell save +6 (+2 eff.) Mind save +7 (+3 eff.) Life +20.00 Disarm Resist +21% Pinning Resist +21% Knockbk Resist +23% Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon Reqs Str 25 [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic iron longsword of the mystic (12-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego] Arcane Weapon Damage 12.5 - 17.5 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 40 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +2 Mag +2 Wil offense ------ Spellpower +6 (+4 eff.) Sharp, long, and deadly. |
blooming vined mindstar of life (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Life +16.00 Life Regen +0.60 Healmod +14% Heal-on-summon +14 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2-3 power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Normal] Nature Weapon Damage 2.5 - 2.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar of balance (10-10 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) Damage +4% nature defense ------ Resistance +3% blight Physical save +3 (+2 eff.) Spell save +4 (+2 eff.) Mind save +3 (+1 eff.) Disease Resist +11% other ------- EQ when Hit +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
yew magestaff of wizardry (20-24 power, 4 apr, fire element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +13 (+7 eff.) Damage +20% fire other ------- Max mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Frigidpulverizer the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +5 Dex +2 Mag offense ------ Damage +6% blight defense ------ Resistance +6% fire +9% cold other ------- See Invisibility +3 A belt that goes around your waist. |
cleansing rough leather belt of burglary1.0 Encumbrance T1 belt armor [Ego+] Disrupt/Master While equipped: Stats +3 Dex +4 Cun +6 Lck defense ------ Resistance +5% acid +16% blight Stealth +5 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. It was hardened by the digestive sack. |
hardened leather belt 'Xikira'1.0 Encumbrance T3 belt armor [Random Unique] Master/Psionic While equipped: offense ------ Physical Power +5 (+2 eff.) Mindpower +5 (+2 eff.) Damage +5% physical Ignore resists +13% physical defense ------ Armor +2 Resistance +6% acid Physical save +8 (+3 eff.) Spell save +13 (+6 eff.) other ------- Stamina/turn +3.00 Size +1 A belt that goes around your waist. |
rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% A belt that goes around your waist. |
Chalebers the Splendourcrack (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Nature While equipped: offense ------ Ignore resists +10% light When Hit 4 nature 10 light On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Defense +2 (+0 eff.) Life +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhefang (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil offense ------ Damage +3% physical Accuracy +15 (+3 eff.) defense ------ Defense +1 (+0 eff.) Resistance +9% blight +0% cold +0% nature Mind save +5 (+2 eff.) 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)2.0 Encumbrance T1 cloak armor [Normal] While equipped: defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +3 Wil defense ------ Defense +2 (+0 eff.) Spell save +7 (+3 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arcwitch the linen robe (5 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: offense ------ Mind Crit +2% Mindpower +3 (+1 eff.) Ignore resists +5% lightning defense ------ Defense +5 (+1 eff.) Resistance +12% acid +2% physical +3% blight +5% arcane +7% all Mind save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Normal] While equipped: defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Getuyatar' (5 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Arcane While equipped: offense ------ Critical power +15.00% Damage +10% blight defense ------ Defense +5 (+1 eff.) Resistance +10% blight +1% physical +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ebonymonster the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +3 Mag +1 Con defense ------ Armor +1 Resistance +6% darkness Silence Resist +20% Confus Resist +23% Stun Resist +22% other ------- Mana/turn +0.04 Infravision +2 A pair of boots made of leather. |
Flashfist the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Damage +3% mind +3% fire Ignore resists +5% fire When Hit 2 fire defense ------ Armor +1 Resistance +5% fire +9% mind +6% cold A pair of boots made of leather. |
hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Str offense ------ Physical Power +7 (+3 eff.) defense ------ Armor +2 Unarmed combat: Weapon Damage 22.0 - 24.2 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Normal] While equipped: defense ------ Armor +1 Unarmed combat: Weapon Damage 8.5 - 9.4 Physical Uses 40% Str, 40% Cun, 40% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +1.0% Attack Speed 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature While equipped: offense ------ On-Hit 7 lightning Damage +5% lightning defense ------ Armor +2 Resistance +6% lightning Unarmed combat: Weapon Damage 15.0 - 16.5 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 lightning On Hit: 10% Lightning Breath level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baradunasus the Growwilder (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex offense ------ Damage +3% nature defense ------ Armor +1 Fatigue +1% Resistance +9% lightning +3% darkness Spell save +3 (+2 eff.) Mind save +3 (+1 eff.) Life +60.00 Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 76.7 Physical damage. If the attack hits, the target is confused (34% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
steel mail armour 'Sunslice' (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ When Hit 4 fire defense ------ Armor +6 Defense +2 (+0 eff.) Fatigue +12% Resistance +1% physical +9% light +17% fire +3% mind +9% temporal Blind Resist +20% A suit of armour made of mail. |
58 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern 'Venomstone'2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +12% nature +9% cold Ignore resists +15% nature +5% lightning defense ------ Resistance +3% nature +3% cold Physical save +6 (+2 eff.) Healmod +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
crude acid groove0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude acid groove0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
crude focus lens0.0 Encumbrance T1 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +5 Sight +1 See Stealth +5 See Invisibility +5 Tinkers can be attached to normal items to improve them with steam power! |
good acid groove0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals acid damage that also reduces armour. Tinkers can be attached to normal items to improve them with steam power! |
good itching powder0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Itching Powder Tinkers can be attached to normal items to improve them with steam power! |
good winterchill edge0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to weapon Deals cold damage and slows. Tinkers can be attached to normal items to improve them with steam power! |
steel grip0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: defense ------ Disarm Resist +70% other ------- Talents +2 Iron Grip Tinkers can be attached to normal items to improve them with steam power! |
well-made viral injector0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to weapon Infects targets with a stat reducing disease. Tinkers can be attached to normal items to improve them with steam power! |
ash totem of stinging 'Glintjustice' [power 200] (6/15 cooldown)2.0 Encumbrance T2 totem charm [Random Unique] Nature While equipped: offense ------ Damage +9% nature On-Hit (Melee): * 10% chance to slow global speed by 53% other ------- Light +3 Sting an enemy dealing 292 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. 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. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Jedi the Cornac Adventurer level 8
5th Mirth 122nd year of Ascendancy at 13:16 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Jedi the Cornac Adventurer level 23
50th Haze 122nd year of Ascendancy at 15:47 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Jedi the Cornac Adventurer level 10
3rd Dusk 122nd year of Ascendancy at 15:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Jedi the Cornac Adventurer level 20
35th Haze 122nd year of Ascendancy at 02:26 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Jedi the Cornac Adventurer level 7
78th Pyre 122nd year of Ascendancy at 03:27 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Jedi the Cornac Adventurer level 8
2nd Summertide 122nd year of Ascendancy at 01:05 see stats
The sky is falling! (Insane (Adventure) difficulty)
Saw a huge meteor falling from the sky.By Jedi the Cornac Adventurer level 23
50th Haze 122nd year of Ascendancy at 09:36 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Jedi the Cornac Adventurer level 18
48th Dusk 122nd year of Ascendancy at 20:54 see stats
Log
Jedi's fire area effect hits Adynor the ice wyrm for 8 fire damage.
Armoured skeleton warrior hits Jedi for (12 to psi shield), (17 flat reduction), (0 dismissed), 0 to psi, 0 physical (0 total damage).
Jedi's Beyond the Flesh performs a melee critical strike against Adynor the ice wyrm!
Adynor the ice wyrm slows down.
Adynor the ice wyrm is crippled.
Jedi slows down.
Armoured skeleton warrior uses Shield Pummel.
Armoured skeleton warrior performs a melee critical strike against Jedi!
Jedi mentally dismisses some damage!
Jedi converts some damage to Psi!
Bleeding from Armoured skeleton warrior hits Jedi for (12 to psi shield), (17 flat reduction), (0 dismissed), 0 to psi, 0 physical (0 total damage).
Armoured skeleton warrior hits Jedi for (29 to psi shield), (17 flat reduction), 23 to psi, 86 physical, (29 to psi shield), (17 flat reduction), 15 to psi, 55 physical (178 total damage).
Armoured skeleton warrior hits Jedi for (29 to psi shield), (17 flat reduction), 6 to psi, 23 physical (29 total damage).
Jedi's Beyond the Flesh hits Jedi for (16 to psi shield), (17 flat reduction), (3 dismissed), 1 to psi, 2 physical, (6 to psi shield), (10 flat reduction), 0 acid (3 total damage).
Deadly Poison from Jedi's Inner Demon hits Jedi for (17 to psi shield), (17 flat reduction), 2 to psi, 7 nature (8 total damage).
Poison from Jedi's Inner Demon hits Jedi for (3 to psi shield), (5 flat reduction), 0 nature (0 total damage).
Viral Injection from Jedi's Inner Demon hits Jedi for (6 flat reduction), 0 blight (0 total damage).
Jedi's Beyond the Flesh hits Adynor the ice wyrm for 10 acid, 10 physical (20 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 mind, 1 arcane, 3 darkness, 1 mind, 1 arcane, 3 darkness (10 total damage).
Melee retaliation hits Jedi's Inner Demon for (1 flat reduction), 0 mind, (0 to psi shield), (0 flat reduction), 0 arcane, (2 flat reduction), 0 darkness (0 total damage).
Melee retaliation hits Armoured skeleton warrior for 1 mind, 1 arcane, 2 darkness (5 total damage).
Waking Nightmare from Adynor the ice wyrm hits Jedi for (17 flat reduction), 1 to psi, 2 darkness (3 total damage).
Melee retaliation hits Jedi for (5 to psi shield), (7 flat reduction), 0 fire, (11 to psi shield), (16 flat reduction), 0 cold (0 total damage).
Jedi the level 25 cornac adventurer was dissected to death by an armoured skeleton warrior on level 1 of Daikara.
You have 1 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Melee retaliation killed Jedi!
Saving game...
Saving done.







































































































