











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 32 / 21% |
| Size | big |
| Lifes / Deaths | Killed by Adubeth the mountain troll at level 32 on the 41st Regrowth 123rd year of Ascendancy at 03:00 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 70 (base 60) |
| Dexterity | 31 (base 14) |
| Constitution | 16 (base 11) |
| Magic | 9 (base 10) |
| Willpower | 78 (base 60) |
| Cunning | 22 (base 10) |
Resources
| Life | -200/1170 |
| Stamina | 363/363 |
| Equilibrium | 63 |
| Healing Factor | 1.0545771506546 |
| Regeneration | 10.552162753995 |
Speed
| Mental | +32.028637809585% |
| Attack | +12.028637809585% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 22.531537443297 |
| See Invisible | 22.531537443297 |
Offense: Mainhand
| Damage | 111 |
| Accuracy | 50 |
| Crit Chance | 49% |
| APR | 6 |
| Speed | 0.76 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 9 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 14% |
| Speed | 0.89262890235236 |
Offense: Damage Bonus
| Acid | +20% |
| Blight | +38% |
| Arcane | +9% |
| Cold | +29% |
| All | 0% |
| Lightning | +20% |
| Physical | +20% |
| Darkness | +20% |
| Fire | +36% |
| Nature | +24% |
Offense: Damage Penetration
| Cold | +30% |
| Lightning | +35% |
| Acid | +30% |
| Darkness | +30% |
| Blight | +30% |
| Physical | +37% |
| Fire | +30% |
| Nature | +30% |
Defense: Base
| Armour (hardiness) | 70.723073231957 (96.438666929426%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 34 |
| Physical Save | 35 |
| Spell Save | 30 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 45%( 70%) |
| All | + 5%( 70%) |
| Lightning | + 41%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 28%( 70%) |
| Darkness | + 25%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 11%( 70%) |
Defense: Immunities
| Disarm Resistance | 25% |
| Bleed Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 39% |
| Stun Resistance | 100% |
| Poison Resistance | 40% |
| Blind Resistance | 19% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 392 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 112 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Norgos Lair. Escort: injured seer (level 3 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You failed to protect the injured seer from death by Belurethra the minotaur. Escort: injured seer (level 6 of Dreadfell) | failed |
You failed to protect the injured seer from death by Vorina the skeleton magus. Escort: injured seer (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bethuwyn the copperhead snake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Betalrakira the ghast. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by great wolf. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
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. | active |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You must explore the Heart of the Gloom. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed ice ant stinger. * You've found the needed pouch of faeros ash. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within1 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
| On feet | Zerylathahor the pair of hardened leather boots (20 def, 3 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Defense: +20 (+7 eff.) Changes stats: +1 Mag / +4 Wil / +1 Cun / +4 Con Changes resistances: +6% lightning Changes resistances penetration: +7% physical Blindness immunity: +10% Only die when reaching: -80.00 life Maximum life: +60.00 Mindpower: +5 (+1 eff.) It can be used to activate talent Blindside, placing all other charms into a 22 cooldown : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 43% (at 0 Hate) to 145% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | nightwalker's alchemist's lamp of healthInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +7 (+1 eff.) Changes stats: +4 Wil Critical mult.: +11.00% Maximum life: +49.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | dwarven-steel helm 'Betholraba' (0 def, 16 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +16 Fatigue: +4% Changes damage: +9% arcane Physical save: +19 (+8 eff.) Mental save: +3 (+1 eff.) Disease immunity: +20% Only die when reaching: -80.00 life Maximum life: +100.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | polar voratun gauntlets of dexterity (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +3 Fatigue: +5% Damage (Melee): 8 cold Changes stats: +3 Dex Changes resistances: +7% cold Changes damage: +9% cold When used to modify unarmed attacks: Power: 135% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +7 Armour Penetration: +15 Crit. chance: +19.0% Attack speed: 83% When this weapon hits: Ice Breath (10% chance level 5). Damage (radius 2) on crit: +8 ice Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Haredradig the iron pickaxe (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +6 Defense: +10 (+4 eff.) Fatigue: -5% Changes stats: +3 Str Changes damage: +18% blight Spell save: +3 (+2 eff.) Poison immunity: +20% Stun/Freeze immunity: +20% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | ArcstarInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% * 18% chance to reduce all saves and defense by 28 Damage (Melee): 18 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 28 physical Changes stats: +5 Cun / +4 Wil Changes resistances: +6% acid / +35% fire / +5% arcane / +9% temporal Changes resistances penetration: +5% lightning Changes damage: +16% fire Mental save: +8 (+4 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 292% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| On fingers | Xymira the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Armour: +6 Damage when hit (Melee): 2 physical Changes resistances: +2% physical Reduces incoming crit damage: 15.00% Stun/Freeze immunity: +28% Life regen: +3.00 Stamina each turn: +3.00 Rings make your fingers look great! |
| Around neck | RunurionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Cun / +3 Wil Changes resistances: +20% lightning / +5% arcane Poison immunity: +20% Disease immunity: +20% Stun/Freeze immunity: +31% Amulets make your neck look great! |
| In main hand | Punae's Blade (157% power, 4 apr)Requires: - Strength 30 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Power: 157% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +20.0% Defense: +40 (+13 eff.) Combat speed: +20% Chance to avoid attacks: +10% This very thin sword cuts through the air with ease, allowing remarkably quick movement. |
| Around waist | GlomiraCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +20 (+7 eff.) Armour penetration: +2 Physical power: +5 (+1 eff.) Changes resistances: +3% darkness / +3% physical Spell save: +8 (+4 eff.) Cut immunity: +20% Maximum life: +20.00 Size category: +1 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of cold resistance (+19%) (0 def, 8 armour, 159% power, 142 block)Requires: - Shield usage training - Strength 35 Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 4 When used to attack (with talents): Power: 159% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +142 When wielded/worn: Accuracy: +12 (+4 eff.) Armour: +8 Fatigue: +8% Changes stats: +5 Str / +11 Dex Changes resistances: +19% cold Talent granted: +1 Block Handheld deflection devices. |
| Cloak | Poruvena the cashmere cloak (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Physical power: +10 (+2 eff.) Defense: +2 (+1 eff.) Changes resistances: +3% physical Stamina each turn: +1.00 Only die when reaching: -20.00 life Maximum 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. |
| Main armor | radiant dwarven-steel plate armour of the dragon (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Infused by nature 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Changes stats: +2 Wil Changes resistances: +7% acid / +8% physical / +15% darkness / +15% blight / +8% fire / +7% lightning / +7% cold Talent cooldown: Rush (-5 turns) Disarm immunity: +25% Stun/Freeze immunity: +20% Knockback immunity: +20% Light radius: +1 A suit of armour made of metal plates. |
Inventory
movement infusion of the titan (speed 448%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% 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 Constitution stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 556; 15 cd)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 556 life over 5 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Arubrenne the MucuswalkerInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 55% Changes stats: +2 Cun / +6 Wil Critical mult.: +5.00% Psi when hit: +0.04 Amulets make your neck look great! |
HailjusticeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Armour penetration: +2 Changes stats: +4 Str / +10 Con Changes damage: +6% cold / +9% mind / +24% physical Blindness immunity: +22% Infravision radius: +5 Sight radius: +2 See invisible: +9 Amulets make your neck look great! |
Islagamitta =4 DEX=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Str / +4 Dex / +2 Con Changes resistances: +10% mind Blindness immunity: +10% Confusion immunity: +26% Infravision radius: +2 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
grounding steel amulet of cunning (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Cun Changes resistances: +14% lightning Stun/Freeze immunity: +20% Amulets make your neck look great! |
steel amulet 'Adynor'Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +3 Defense: +5 (+2 eff.) Changes stats: +7 Lck / +3 Cun Changes resistances: +15% nature / +12% blight Changes damage: +9% physical Spell save: +3 (+2 eff.) Poison immunity: +22% Disease immunity: +20% Reduce all damage from unseen attackers: 12% Amulets make your neck look great! |
steel amulet 'Lustrezeal'Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +5 Defense: +37 (+12 eff.) Changes resistances: +5% arcane / +3% mind Changes resistances cap: +3% all Critical mult.: +10.00% Physical save: +12 (+6 eff.) Mental save: +6 (+3 eff.) Confusion immunity: +20% Life regen: +4.00 Maximum psi: +30.00 Light radius: +2 Amulets make your neck look great! |
steel amulet 'Tarrurab'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +13% lightning Changes resistances penetration: +25% blight / +15% temporal Changes damage: +6% blight Stun/Freeze immunity: +28% Mana each turn: +0.08 Maximum vim: +30.00 Spellpower: +5 (+5 eff.) Amulets make your neck look great! |
wanderer's steel amulet =5 DEX, 4 Con=Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -5% Changes stats: +5 Dex / +3 Cun / +4 Con Life regen: +1.00 Stamina each turn: +0.50 Movement speed: +10% Amulets make your neck look great! |
HodokhadCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +11 (+4 eff.) Armour penetration: +11 Defense: +30 (+10 eff.) Changes stats: +3 Cun / +3 Wil Critical mult.: +5.00% It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Koryhek the voratun ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 5 When wielded/worn: Armour penetration: +4 Physical power: +10 (+2 eff.) Changes resistances: +6% lightning Changes resistances penetration: +20% physical Mental save: +9 (+4 eff.) Disarm immunity: +34% Pinning immunity: +33% Knockback immunity: +23% Only die when reaching: -40.00 life Maximum life: +34.00 Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Rings make your fingers look great! |
NightsongInfused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Fatigue: -7% Changes stats: +6 Cun Changes damage: +10% darkness Talent cooldown: Shadowstep (-1 turn) Mental save: +13 (+6 eff.) Maximum stamina: +25.00 It can be used to activate talent Shadowstep (costing 43 power out of 50/50) : Effective talent level: 2.0 Power cost: 43 out of 50/50. Range: 7 Travel Speed: instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 155% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh RedemptionInfused by nature 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil / +6 Con Changes resistances: +10% nature / +25% cold Changes damage: +15% cold Maximum mana: +20.00 Maximum stamina: +20.00 Maximum psi: +20.00 Maximum air capacity: +50.00 It can be used to summon a radius 3 tidal wave that expands slowly over 7 turns, dealing 23.05 cold and 21.44 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance Activation costs 51 power out of 60/60. This azure ring seems to be always moist to the touch. |
Veleba the CloudquenchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Defense: +14 (+5 eff.) Changes stats: +5 Str / +5 Dex / +1 Wil / +7 Cun / +2 Con Changes resistances: +15% lightning Changes damage: +6% fire Reduces incoming crit damage: 5.00% Rings make your fingers look great! |
Xotha the gold ring =4 DEX, 8 CUN, 4CON=Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 14% chance to reduce all saves and defense by 28 Damage (Melee): 15 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 11 physical Changes stats: +4 Dex / +3 Wil / +8 Cun / +4 Con Changes damage: +3% mind Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Infravision radius: +2 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
copper ring 'Darkspawner'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +6% nature / +3% darkness / +10% mind Changes damage: +10% mind Rings make your fingers look great! |
steel ring 'Ashmight' =6 CUN, 2 CON=Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +6 (+2 eff.) Effects on melee hit: * 13% chance to reduce all saves and defense by 28 Damage (Melee): 13 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 28 Damage (Ranged): 9 physical Changes stats: +6 Cun / +2 Con Changes resistances penetration: +15% mind / +20% fire Changes damage: +3% mind Spell save: +13 (+7 eff.) Hate when firing a critical mind attack: +2.00 Maximum stamina: +16.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 275% weapon damage over 7 turns, and all healing will be reduced by 47%. Rings make your fingers look great! |
steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Stun/Freeze immunity: +25% Life regen: +2.00 Rings make your fingers look great! |
steel ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +9 (+3 eff.) Armour penetration: +7 Defense: +8 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 9 cooldown : Effective talent level: 2.0 Power cost: 9 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 85% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's steel ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +4 Changes stats: +2 Str Mental save: +6 (+3 eff.) Confusion immunity: +27% Rings make your fingers look great! |
Amadan the Gloomhunter (117% power, 7 apr) =7 CON=Requires: - Dexterity 24 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 117% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 10 arcane resource burn Damage (Melee): +20 light Damage (radius 2) on crit: +4 darkness When wielded/worn: Changes stats: +7 Con / +7 Wil Changes resistances: +3% light / +6% darkness Changes resistances penetration: +5% darkness Maximum life: +38.00 Sharp, short and deadly. |
Glintjustice (112% power, 7 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Power: 112% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage Shield penetration (this weapon only): +10% Damage (Melee): +10 darkness / +20 cold Damage against: +11% Living When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +10.0% Damage when hit (Melee): 2 light Changes resistances: +6% mind Changes resistances penetration: +5% physical Poison immunity: +10% Silence immunity: +20% Sharp, short and deadly. |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
truestriking dwarven-steel dagger of erosion (122% power, 7 apr)Requires: - Dexterity 24 Infused by nature Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Power: 122% Range: 1.3x Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% Damage (Melee): +13 nature When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +11 Changes resistances penetration: +9% physical Sharp, short and deadly. |
steel greatsword 'Alolathalin' (126% power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 126% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage Damage (Melee): +9 light Damage (radius 1) on hit: +9 fire Damage against: +9% Undead When wielded/worn: Changes resistances: +6% acid / +3% lightning Silence immunity: +20% Massive two-handed swords. |
enhanced dwarven-steel longsword of crippling (127% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 127% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +11.0% Changes stats: +6 Str / +6 Dex / +6 Mag / +6 Wil / +6 Cun / +7 Con Sharp, long, and deadly. |
voratun longsword 'Salydhewyn' (154% power, 6 apr)Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 5 Power: 154% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +8 blight When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Str / +3 Dex / +3 Mag Changes resistances penetration: +5% blight Infravision radius: +1 Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)Requires: - Strength 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / mace ; tier 2 Power: 129% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) Damage (Melee): +14 % chance of confusion / +30 physical When wielded/worn: Accuracy: +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
dwarven-steel mace 'Murkqueen' (132% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / mace ; tier 3 Power: 132% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +10 (+4 eff.) Physical crit. chance: +7.0% Changes resistances: +9% fire / +5% arcane / +6% cold Changes damage: +6% nature Critical mult.: +15.00% Blunt and deadly. |
This item will automatically be transmogrified when you leave the level.Blindbile (98% power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 98% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +5.5% Attack speed: 100% Damage (radius 1) on hit: +20 light / +8 darkness When wielded/worn: Physical power: +10 (+2 eff.) Defense: +20 (+7 eff.) Damage when hit (Melee): 8 light Changes resistances: +12% darkness Talent granted: +1 Attune Mindstar Critical mult.: +15.00% Physical save: +5 (+3 eff.) Spell save: +5 (+3 eff.) Mental save: +7 (+3 eff.) Equilibrium when hit: +1.30 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
Runerab the pulsing mindstar (107% power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Power: 107% 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: +32 Crit. chance: +7.5% Attack speed: 100% On weapon hit: * 7% chance to slow global speed by 55% * 12% chance to reduce armor by 14% When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 55% Changes stats: +1 Str / +1 Dex / +2 Wil / +5 Cun Changes resistances: +6% fire / +5% physical Changes resistances penetration: +2% physical Changes damage: +7% physical Talent granted: +1 Attune Mindstar Critical mult.: +11.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Infravision radius: +1 It can be used to divide the mindstar in two Activation puts all charms on cooldown for 1 turns. 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. |
This item will automatically be transmogrified when you leave the level.magewarrior's short yew vilestaff of fate (120% power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 3 Power: 120% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +1.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +7 (+3 eff.) Physical crit. chance: +8.0% Physical power: +6 (+1 eff.) Changes damage: +20% darkness Talent granted: +1 Command Staff Physical save: +8 (+4 eff.) Spell save: +10 (+5 eff.) Mental save: +8 (+4 eff.) Spellpower: +16 (+13 eff.) Spell crit. chance: +11% Staves designed for wielders of magic, by the greats of the art. |
Ebonyspire the hardened leather beltInfused by nature 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +8 Wil Changes resistances: +7% acid / +8% temporal / +7% cold / +7% fire / +13% lightning Changes damage: +3% darkness Life regen: +1.80 Vim when firing critical spell: +1.00 Spellpower: +10 (+10 eff.) Healing mod.: +21% A belt that goes around your waist. |
drakeskin leather belt 'Flashrend' =5 CON=Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Damage when hit (Melee): 4 light Changes stats: +5 Str / +2 Mag / +5 Con Changes resistances: +12% light Changes resistances penetration: +15% physical Physical save: +5 (+3 eff.) Infravision radius: +2 Size category: +1 A belt that goes around your waist. |
Branohad (2 def, 0 armour) =2 CON=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +2 Str / +2 Con Critical mult.: +10.00% Physical save: +6 (+3 eff.) Stamina each turn: +3.00 Maximum psi: +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Destala's Scales (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +10 (+4 eff.) Changes stats: +6 Cun Changes resistances penetration: +10% acid Changes damage: +15% acid Talent mastery: +0.20 Wild-gift / Venom drake aspect Mindpower: +6 (+2 eff.) Talent on hit(nature): Acidic Spray (10% chance level 2). It can be used to activate talent Dissolve (costing 17 power out of 20/20) : Effective talent level: 2.6 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 46% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
This item will automatically be transmogrified when you leave the level.cashmere cloak (2 def, 0 armour) 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Rainmight' (2 def, 0 armour) =1 CUN, 4 DEX=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+2 eff.) Armour penetration: +3 Defense: +2 (+1 eff.) Changes stats: +1 Cun / +4 Dex Changes resistances: +3% cold / +9% fire / +9% light / +6% darkness Changes resistances penetration: +10% cold Psi when hit: +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dageroddarain (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 5 Changes stats: +7 Mag / +6 Wil Changes resistances: +14% darkness / +15% mind / +5% arcane / +13% all Changes damage: +21% arcane Physical save: +14 (+6 eff.) Spell save: +13 (+7 eff.) Mental save: +26 (+11 eff.) Mana each turn: +0.21 Psi each turn: +0.20 Maximum mana: +42.00 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. |
Amitostir the Coalraider (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 8 blight Changes stats: +6 Str / +7 Dex / +3 Wil / +11 Lck Changes resistances penetration: +10% darkness / +15% blight Reduces incoming crit damage: 10.00% Stealth bonus: +8 A pair of boots made of leather. |
Lightningfame (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 lightning Changes stats: +3 Str / +6 Dex / +3 Cun / +10 Lck Changes resistances: +15% lightning Reduces incoming crit damage: 15.00% Stealth bonus: +7 See invisible: +15 A pair of boots made of leather. |
Polyra the Bogstreaker (0 def, 3 armour) =6 DEX=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 2 nature Changes stats: +6 Dex / +3 Wil / +5 Lck Changes damage: +9% mind Critical mult.: +20.00% Stealth bonus: +7 A pair of boots made of leather. |
Eilinusebeth the hardened leather gloves (0 def, 2 armour) =5 CON=Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 20% chance to reduce all saves and defense by 28 Changes stats: +2 Str / +2 Wil / +5 Con Changes resistances penetration: +25% mind Changes damage: +6% mind Life regen: +5.00 Stamina each turn: +0.80 Maximum stamina: +28.00 When used to modify unarmed attacks: Power: 114% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When this weapon hits: Nightmare (10% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kindlebearer (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): 5 cold Changes stats: +3 Cun Changes resistances: +3% light / +5% cold Changes damage: +4% cold Mental save: +3 (+1 eff.) When used to modify unarmed attacks: Power: 101% 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% When this weapon hits: Ice Breath (10% chance level 1). Damage (radius 2) on crit: +5 ice Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's voratun gauntlets of archery (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +7 (+3 eff.) Armour penetration: +7 Armour: +3 Fatigue: +5% Damage (Melee): 8 nature Changes stats: +5 Cun / +5 Dex Changes resistances: +8% nature Changes damage: +6% nature When used to modify unarmed attacks: Power: 132% Range: 1.4x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +9 Armour Penetration: +22 Crit. chance: +10.0% Attack speed: 83% When this weapon hits: Venomous Breath (10% chance level 5). When this weapon hits: Perfect Strike (15% chance level 5). Damage (radius 2) on crit: +7 nature It can be used to activate talent Steady Shot, placing all other charms into a 17 cooldown : Effective talent level: 3.0 Power cost: 17 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Fire a steady shot, doing 161% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
storm drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +14 (+5 eff.) Armour: +3 Damage (Melee): 10 lightning Changes stats: +3 Dex Changes resistances: +10% lightning Changes damage: +6% lightning When used to modify unarmed attacks: Power: 129% Range: 1.1x Uses stats: 40% Cun, 40% Dex, 40% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +7 Armour Penetration: +5 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Lightning Breath (10% chance level 5). Damage (radius 2) on crit: +9 lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Aletta's Diadem (0 def, 0 armour)Requires: - Willpower 24 Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Damage when hit (Melee): 12 mind Changes stats: +4 Cun / +4 Wil Changes damage: +10% mind Mindpower: +12 (+4 eff.) Mental crit. chance: +5% It can be used to activate talent Psychic Lobotomy (costing 7 power out of 10/10) : Effective talent level: 3.0 Power cost: 7 out of 10/10. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Inflicts 93.19 mind damage and cripples the target's higher mental functions, reducing cunning by 11 and confusing (28% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Eilinosevena the Tidespire (2 def, 0 armour) =5 CUN=Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 28 Changes stats: +5 Cun / +3 Wil Changes damage: +12% cold Mental save: +7 (+3 eff.) Equilibrium when hit: +0.12 Mindpower: +10 (+3 eff.) A pointy cloth hat, very wizardly... |
Eye of the Forest (8 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Changes resistances penetration: +15% nature Changes damage: +20% nature Talent mastery: +0.10 Wild-gift / Moss Mental save: +12 (+6 eff.) Blindness immunity: +100% Infravision radius: +2 See stealth: +15 See invisible: +15 It can be used to activate talent Earth's Eyes (costing 30 power out of 35/35) : Effective talent level: 2.6 Power cost: 30 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift and a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 9. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Heatzephyr (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +8% lightning / +7% temporal / +9% light Changes damage: +3% mind / +3% fire Confusion immunity: +10% Knockback immunity: +20% Maximum life: +80.00 A pointy cloth hat, very wizardly... |
Shadevalor the iron helm (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+4 eff.) Armour penetration: +2 Physical crit. chance: +1.0% Physical power: +10 (+2 eff.) Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 23% Changes resistances: +6% lightning / +6% temporal Physical save: +3 (+2 eff.) Stamina each turn: +3.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Smolderfiend (0 def, 5 armour) =4 DEX, 9CON=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 6 fire Changes stats: +5 Str / +4 Dex / +2 Mag / +9 Con Changes resistances: +15% blight Changes resistances penetration: +10% blight Physical save: +13 (+6 eff.) Mental save: +7 (+3 eff.) It can be used to activate talent Battle Cry, placing all other charms into a 24 cooldown : Effective talent level: 2.0 Power cost: 24 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Xareda the Healdare (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to slow global speed by 55% Damage when hit (Melee): 6 nature Changes stats: +4 Cun / +4 Dex Changes resistances: +7% acid / +7% fire / +8% cold / +3% nature / +6% lightning Stamina when hit: +1.30 Equilibrium when hit: +0.90 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Yarirorim the dwarven-steel helm (5 def, 10 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +10 Defense: +5 (+2 eff.) Fatigue: +4% Damage when hit (Melee): 4 blight Changes stats: +4 Cun / +7 Wil Changes resistances: +8% blight / +5% all Critical mult.: +5.00% Physical save: +8 (+4 eff.) Mental save: +8 (+4 eff.) Vim when firing critical spell: +1.00 Spellpower on spell critical (stacks up to 3 times): +8 Mindpower: +4 (+1 eff.) Damage Shield penetration: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
This item will automatically be transmogrified when you leave the level.dragonslayer's dwarven-steel helm of constitution (+4) (0 def, 4 armour) Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +4 Con Changes resistances: +7% acid / +8% fire / +8% lightning / +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Torchnail (2 def, 4 armour) =6 CON=Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Fatigue: +12% Changes stats: +6 Con Changes resistances: +15% acid / +6% fire A suit of armour made of mail. |
Axe of Fluffy Evil Axe of Fluffy EvilPowered by unknown forces 4.00 Encumbrance. [Unique] Type: misc / axe It can be used to create a ... clockwork gnome Activation costs 43 power out of 50/50. It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
4 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. |
560 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. |
3 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. |
7 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. |
7 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 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. |
Brandspire the dwarven-steel pickaxe (dig speed 17 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Effects on melee hit: * 20 arcane resource burn * 10% chance to reduce damage dealt by 23% Changes stats: +2 Str Changes resistances: +3% fire / +6% nature / +12% cold Changes damage: +7% mind / +10% fire Mental save: +8 (+4 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
This item will automatically be transmogrified when you leave the level.dwarven-steel pickaxe of endurance (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +4 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 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. |
jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+4 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
GiletirInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +2 Cun Changes damage: +6% mind Mental save: +6 (+3 eff.) Confusion immunity: +20% Life regen: +2.00 Equilibrium when hit: +0.08 Maximum life: +60.00 Light radius: +3 See stealth: +6 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of the zealotInfused by arcane disrupting forces Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +3% all Spell save: +6 (+3 eff.) Light radius: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 (2/2)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 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
11 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. |
This item will automatically be transmogrified when you leave the level.innervating yew wand of lightning storm [power 278] (18/13 cooldown) Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 66 lightning damage and will be dazed for 1 turn (333 total damage) Activation puts all charms on cooldown for 13 turns. When used: * Reduce fatigue by 37% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning StarPowered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20 Activation costs 26 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. |
6 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. |
2 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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. |
8 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
A dangerous secret (Insane (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Rizza Grassblades the Thalore Wyrmic level 30
36th Regrowth 123rd year of Ascendancy at 20:13 see stats
Against all odds (Insane (Roguelike) difficulty)
Killed Ukruk in the ambush.By Rizza Grassblades the Thalore Wyrmic level 30
35th Regrowth 123rd year of Ascendancy at 03:39 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Rizza Grassblades the Thalore Wyrmic level 17
53rd Haze 122nd year of Ascendancy at 21:37 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Rizza Grassblades the Thalore Wyrmic level 10
10th Haze 122nd year of Ascendancy at 13:52 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Rizza Grassblades the Thalore Wyrmic level 24
25th Regrowth 123rd year of Ascendancy at 05:13 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rizza Grassblades the Thalore Wyrmic level 23
21st Regrowth 123rd year of Ascendancy at 16:29 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Rizza Grassblades the Thalore Wyrmic level 19
74th Haze 122nd year of Ascendancy at 12:51 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Rizza Grassblades the Thalore Wyrmic level 17
57th Haze 122nd year of Ascendancy at 15:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rizza Grassblades the Thalore Wyrmic level 10
10th Haze 122nd year of Ascendancy at 13:50 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Rizza Grassblades the Thalore Wyrmic level 20
75th Haze 122nd year of Ascendancy at 01:46 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Rizza Grassblades the Thalore Wyrmic level 30
34th Regrowth 123rd year of Ascendancy at 18:37 see stats
Merry wintertide! (Insane (Roguelike) difficulty)
Finish the Santascape event and free the little helper elves.By Rizza Grassblades the Thalore Wyrmic level 21
7th Regrowth 123rd year of Ascendancy at 00:33 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Rizza Grassblades the Thalore Wyrmic level 20
3rd Regrowth 123rd year of Ascendancy at 15:32 see stats
Santassacre! (Insane (Roguelike) difficulty)
Killed the little helper elves after saving them!By Rizza Grassblades the Thalore Wyrmic level 21
7th Regrowth 123rd year of Ascendancy at 01:17 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Rizza Grassblades the Thalore Wyrmic level 26
29th Regrowth 123rd year of Ascendancy at 08:06 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Rizza Grassblades the Thalore Wyrmic level 16
47th Haze 122nd year of Ascendancy at 05:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rizza Grassblades the Thalore Wyrmic level 9
4th Haze 122nd year of Ascendancy at 23:44 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Rizza Grassblades the Thalore Wyrmic level 21
16th Regrowth 123rd year of Ascendancy at 02:51 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rizza Grassblades the Thalore Wyrmic level 13
21st Haze 122nd year of Ascendancy at 11:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Rizza Grassblades the Thalore Wyrmic level 24
24th Regrowth 123rd year of Ascendancy at 16:31 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rizza Grassblades the Thalore Wyrmic level 15
46th Haze 122nd year of Ascendancy at 15:56 see stats
Vampire crusher (Insane (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Rizza Grassblades the Thalore Wyrmic level 29
34th Regrowth 123rd year of Ascendancy at 18:37 see stats
Log
Rizza Grassblades hits Xanossra the stone troll for (13 to psi shield), 20 physical, (2 to psi shield), 4 physical, 3 cold (29 total damage).
Xanossra the stone troll shrugs off the effect 'Corrode'!
Arayatha the mountain troll is corroded.
Orc warrior shrugs off the effect 'Corrode'!
Rizza Grassblades HEALS from acid damage!
Cyrarin the yellow ooze's corrosive acid area effect hits Arayatha the mountain troll for 24 acid damage.
Cyrarin the yellow ooze's corrosive acid area effect hits Orc warrior for 40 acid damage.
Cyrarin the yellow ooze's corrosive acid area effect hits Rizza Grassblades for (31 antimagic), 0 acid, 12 healing (0 total damage) [12 healing].
Cyrarin the yellow ooze's corrosive acid area effect hits Xanossra the stone troll for (11 to psi shield), 17 acid (17 total damage).
Arayatha the mountain troll receives 13 healing from Shield of Light.
Rizza Grassblades gains 0% of a turn from Ancestral Life.
Xanossra the stone troll casts Epidemic.
Rizza Grassblades shrugs off Xanossra the stone troll's 'Epidemic'!
Searing Sight hits Rizza Grassblades for (19 antimagic), 0 light (0 total damage).
Searing Sight hits Cyrath the orc cryomancer for (18 absorbed), 0 light (0 total damage).
Decrepitude Disease from Cyrath the orc cryomancer hits Arayatha the mountain troll for 26 blight damage.
Arayatha the mountain troll receives 13 healing from Shield of Light.
Melee retaliation hits Xanossra the stone troll for (0 to psi shield), 0 physical, 12 cold (13 total damage).
Xanossra the stone troll's Beyond the Flesh hits Rizza Grassblades for 95 physical, (5 antimagic), 0 blight, 16 physical (113 total damage).
Arayatha the mountain troll casts Brandish.
Arayatha the mountain troll misses Rizza Grassblades.
Arayatha the mountain troll misses Rizza Grassblades.
Cyrarin the yellow ooze roars!
Rizza Grassblades wanders around!
Adubeth the mountain troll uses Knockback.
Adubeth the mountain troll hits Rizza Grassblades for 200 physical damage.
Cyrarin the yellow ooze hits Rizza Grassblades for 89 physical damage.
Melee retaliation hits Adubeth the mountain troll for (0 flat reduction), 0 physical, (11 flat reduction), 0 cold (0 total damage).
Rizza Grassblades the level 32 thalore wyrmic was shattered to death by Adubeth the mountain troll on level 3 of Lost Dwarven Kingdom of Reknor.



































































































































