











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Thalore |
| Class | Wyrmic |
| Level / Exp | 20 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Silvana Leafblade at level 20 on the 76th Haze 122nd year of Ascendancy at 21:45 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 54 (base 48) |
| Dexterity | 39 (base 10) |
| Constitution | 19 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 50 (base 43) |
| Cunning | 38 (base 10) |
Resources
| Life | -84/751 |
| Psi | 122/140 |
| Stamina | 249/257 |
| Equilibrium | 104 |
| Healing Factor | 1.1291723257556 |
| Regeneration | 7.4497571150679 |
Speed
| Mental | +2.9072344087915% |
| Attack | +2.9072344087915% |
| Movement | +60.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 32.237691947227 |
| See Invisible | 43.237691947227 |
Offense: Mainhand
| Damage | 73 |
| Accuracy | 45 |
| Crit Chance | 27% |
| APR | 6 |
| Speed | 0.97 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 4 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 21% |
| Speed | 0.97174897930652 |
Offense: Damage Bonus
| Acid | +11% |
| Nature | +4% |
| Fire | +11% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +35% |
| Light | +15% |
| Lightning | +14% |
| Cold | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 46.511077022655 (89.749889547741%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 39 |
| Physical Save | 35 |
| Spell Save | 28 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 39%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 22%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Teleport Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 12% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 245 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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 4/5 |
| 0/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved talent Dream Walk (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Norgos Lair. Escort: worried loremaster (level 3 of Norgos Lair)As a reward you improved talent Disarm (+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. | 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 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed xorn fragment. * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | 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 |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+1 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 39% (based on Cunning) Activation costs 42 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | BatirInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 2 acid Changes stats: +2 Dex Changes resistances penetration: +15% acid Mental save: +9 (+3 eff.) Maximum life: +40.00 Light radius: +3 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. |
| On head | Gleamusher (0 def, 9 armour)Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +9 Fatigue: +5% Changes stats: +3 Cun / +3 Wil Changes resistances penetration: +15% light Changes damage: +15% mind Reduces incoming crit damage: 10.00% Mindpower: +3 (+2 eff.) 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 | steady iron gauntlets of strength (+2) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Physical power: +5 (+2 eff.) Armour: +1 Fatigue: +1% Changes stats: +2 Str Physical save: +5 (+2 eff.) Mental save: +5 (+2 eff.) Disarm immunity: +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Xerawe [power 210] (21 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +5 (+2 eff.) Changes stats: +2 Str / +2 Dex Changes resistances: +3% physical Physical save: +6 (+3 eff.) It can be used to summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 589 Base Damage: 242 Armor: 0 All Resist: 21 Activation puts all charms on cooldown for 21 turns. When used: * Gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | steel ring 'Mayelrakira'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +17 (+5 eff.) Physical power: +5 (+2 eff.) Changes stats: +13 Cun / +10 Dex Changes resistances: +22% acid Changes damage: +11% acid Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | titan's steel ring of fire (+22%)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +22% fire Changes damage: +11% fire Physical save: +6 (+3 eff.) Rings make your fingers look great! |
| Around neck | wanderer's copper amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +4 Dex / +3 Cun / +3 Con Blindness immunity: +12% Life regen: +2.00 Stamina each turn: +0.40 Infravision radius: +3 Sight radius: +2 See invisible: +5 Movement speed: +10% Amulets make your neck look great! |
| In main hand | Velanne the dwarven-steel waraxe (124% power, 4 apr)Requires: - Strength 24 Infused by nature Infused by arcane disrupting forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 3 Power: 124% Range: 1.4x Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Damage (radius 2) on crit: +10 lightning / +5 cold When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +7% acid / +1% physical / +9% lightning / +10% fire / +10% cold / +5% all Changes resistances penetration: +14% lightning / +10% cold Reduces incoming crit damage: 15.00% Spell save: +17 (+9 eff.) Movement speed: +28% One-handed war axes. |
| Around waist | Shimmernail the rough leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +3 (+1 eff.) Damage when hit (Melee): 6 light Changes stats: +4 Cun / +1 Con Changes resistances: +6% lightning Critical mult.: +6.00% A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 128% power, 60 block)Requires: - Shield usage training - Strength 25 Infused by nature 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 128% Range: 1.4x Uses stat: 150% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +2.0% Block value: +60 When wielded/worn: Armour: +10 Defense: +9 (+4 eff.) Fatigue: +14% Changes resistances: +20% cold / +20% darkness / +20% nature Talent granted: +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Harorek the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Cun / +2 Dex Mental save: +12 (+4 eff.) Teleport immunity: +20% Maximum life: +20.00 Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Zanurahor (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: +1 Dex / +3 Wil Changes resistances: +16% blight / +15% darkness Changes resistances penetration: +20% acid Pinning immunity: +20% Maximum life: +100.00 Light radius: +1 A suit of armour made of metal plates. |
Inventory
NerubethInfused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +25 (+8 eff.) Armour penetration: +3 Defense: +10 (+5 eff.) Changes stats: +5 Con / +2 Wil Changes damage: +3% physical Mental save: +6 (+2 eff.) Confusion immunity: +11% Mindpower: +6 (+3 eff.) Amulets make your neck look great! |
copper amulet 'Daykill'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Damage when hit (Melee): 2 light Changes stats: +2 Cun / +2 Wil Changes damage: +3% light Critical mult.: +15.00% Amulets make your neck look great! |
steel amulet of the eclipsePowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Damage (Melee): 7 light / 6 darkness Effects when hit in melee: * 7% chance to reduce damage dealt by 20% * 6% chance to blind Changes damage: +5% light / +7% darkness Amulets make your neck look great! |
DrindilInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 6 mind Changes stats: +1 Str Changes resistances: +6% darkness / +3% fire Mental save: +6 (+2 eff.) Confusion immunity: +21% See invisible: +3 Healing mod.: +5% Rings make your fingers look great! |
SplendourquakeInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 51% Changes stats: +2 Wil Changes resistances: +18% lightning / +24% fire Changes damage: +12% fire Light radius: +1 Rings make your fingers look great! |
copper ring 'Bydrabers'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 8 acid Changes resistances: +9% acid Changes damage: +6% mind Physical save: +7 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +7 (+3 eff.) Rings make your fingers look great! |
marksman's copper ring of lightning (+22%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Changes resistances: +22% lightning Changes damage: +11% lightning Rings make your fingers look great! |
rogue's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +8 (+4 eff.) Changes stats: +4 Cun Rings make your fingers look great! |
steel ring 'Umbrasmash'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Damage when hit (Melee): 2 blight / 4 darkness Changes resistances: +12% temporal Changes damage: +3% blight / +12% temporal Silence immunity: +24% Disarm immunity: +22% Pinning immunity: +24% Knockback immunity: +21% Mana each turn: +0.16 Maximum life: +20.00 Rings make your fingers look great! |
Drake's Bane (156% power, 21 apr)Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 156% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+4 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Bokarehell the Stormbloom (132% power, 2 apr)Requires: - Strength 16 Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 2 It must be held with both hands. Power: 132% 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: * 14% chance to reduce all saves and defense by 25 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Melee): +16 mind When wielded/worn: Accuracy: +9 (+3 eff.) Physical crit. chance: +9.0% Defense: +9 (+4 eff.) Changes stats: +3 Wil / +4 Cun / +1 Con Changes resistances penetration: +5% lightning Disarm immunity: +32% Light radius: +1 See invisible: +6 Massive two-handed swords. |
Genocide (152% power, 4 apr)Requires: - Willpower 20 - Strength 40 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 152% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +18.0% Attack speed: 100% Damage against: +25% Orc When wielded/worn: Changes stats: +7 Str / +7 Dex / +7 Con Reduced damage from: +15% Orc Grants telepathy: Humanoid/Orc Life regen: +0.50 Stamina each turn: +1.00 Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
iron greatsword of enduring (115% power, 1 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / greatsword ; tier 1 It must be held with both hands. Power: 115% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +1 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +9 Con / +9 Wil Maximum life: +17.00 Massive two-handed swords. |
Hanasta the Infernovenom (124% power, 4 apr)Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 3 Power: 124% 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% When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +7 Damage when hit (Melee): 4 fire Changes stats: +1 Str / +7 Wil Changes resistances penetration: +7% all Changes damage: +3% fire See invisible: +12 Sharp, long, and deadly. |
EmelithraInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20 arcane resource burn Changes resistances: +6% lightning / +6% temporal Changes damage: +9% mind / +12% acid A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.Glimmerravager Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +2 Dex / +3 Wil / +6 Cun / +3 Con Changes resistances: +11% lightning / +5% temporal Light radius: +3 See invisible: +9 A belt that goes around your waist. |
IslydathCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +4 (+2 eff.) Armour: +6 Changes resistances: +3% acid Critical mult.: +5.00% Spell save: +3 (+2 eff.) Pinning immunity: +20% Hate when firing a critical mind attack: +1.00 A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
cleansing rough leather belt of the giantsInfused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +2 (+1 eff.) Changes resistances: +6% acid / +6% blight Spell save: +6 (+3 eff.) Size category: +1 A belt that goes around your waist. |
hardened leather belt 'Dourwinnow'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +2.0% Defense: +15 (+7 eff.) Damage when hit (Melee): 4 darkness Changes stats: +1 Con Changes resistances: +7% lightning / +7% temporal Only die when reaching: -20.00 life Maximum stamina: +10.00 Mindpower: +15 (+6 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level.noble's hardened leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Changes stats: +5 Wil / +4 Cun / +1 Con Damage against: +21% Summoned Reduced damage from: +24% Summoned Mental save: +8 (+3 eff.) Mindpower: +5 (+2 eff.) A belt that goes around your waist. |
Armadil the Charqueen (1 def, 6 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +6 Defense: +1 (+0 eff.) Damage when hit (Melee): 2 light Changes resistances: +12% cold Changes resistances penetration: +25% light Changes damage: +6% fire Maximum psi: +20.00 Mindpower: +10 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emuralle the Dourbane (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Physical power: +2 (+1 eff.) Defense: +1 (+0 eff.) Fatigue: -3% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 20% Changes stats: +1 Wil Changes damage: +3% blight 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. |
Islitha the Duathelwing (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +2 Str Changes resistances: +3% darkness Changes resistances penetration: +25% darkness / +5% light Changes damage: +3% light Maximum life: +30.00 Infravision radius: +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkwhisper (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +21% lightning / +3% temporal / +15% cold / +19% fire / +9% all Changes damage: +14% lightning / +3% temporal / +12% darkness / +10% cold / +13% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+6 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+3 eff.) Mental crit. chance: +4% It can be used to send out a range 5 beam of kinetic energy, dealing 35.47 to 44.33 physical damage (based on Willpower and Cunning) with knockback Activation costs 9 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
This item will automatically be transmogrified when you leave the level.Zerimnir the woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Damage when hit (Melee): 4 acid Changes resistances: +6% mind / +9% all Changes resistances penetration: +20% blight / +20% acid Changes damage: +15% mind / +7% all Spellpower: +11 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Heroddazilarach the Shimmersting (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: -3% Changes resistances: +3% blight / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +6% lightning Maximum encumbrance: +22 Physical save: +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Phlegmcast the pair of iron boots (0 def, 5 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Fatigue: +2% Changes resistances: +12% blight / +6% fire / +9% light / +6% darkness Changes resistances penetration: +15% nature Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Swampprophet (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +9% lightning / +7% temporal / +9% nature / +6% mind Changes damage: +9% nature A pair of boots made of leather. |
Toxinwake the hardened leather gloves (0 def, 2 armour)Infused by nature 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Effects on melee hit: * 10% chance to slow global speed by 51% * 20% chance to reduce damage dealt by 20% Damage (Melee): 6 fire Damage when hit (Melee): 2 nature Changes resistances: +12% nature / +7% fire Changes damage: +6% lightning / +5% fire / +6% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Balodrasus' (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +12 (+4 eff.) Armour: +4 Fatigue: +3% Damage (Melee): 5 temporal Damage (Ranged): 11 temporal Changes stats: +7 Str Changes resistances: +7% temporal Changes damage: +5% temporal Equilibrium when hit: +0.08 Maximum stamina: +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+3) (0 def, 1 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +1 Fatigue: +1% Changes stats: +3 Dex Life regen: +2.00 Stamina each turn: +0.50 Maximum stamina: +12.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 13 power out of 30/30) : Effective talent level: 1.0 Power cost: 13 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.87 to 101.60 lightning damage (67.73 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Layeyawe (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 Damage when hit (Melee): 4 blight Changes stats: +3 Dex Changes resistances: +3% temporal Changes damage: +3% acid / +12% blight Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Velavea (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +23% mind Changes resistances penetration: +10% arcane Changes damage: +6% physical / +6% light / +5% temporal / +6% arcane / +23% mind / +8% darkness Spellpower on spell critical (stacks up to 3 times): +4 Spell crit. chance: +2% A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes stats: +3 Cun Mental save: +6 (+2 eff.) A pointy cloth hat, very wizardly... |
iron helm 'Dazzlewinter' (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Wil Changes resistances: +6% blight Changes resistances penetration: +25% physical Changes damage: +6% light Critical mult.: +5.00% Physical save: +6 (+3 eff.) Mental save: +8 (+3 eff.) Maximum stamina: +10.00 Healing mod.: +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Frigidgasher (3 def, 15 armour)Requires: - Heavy armour training - Strength 28 Infused by nature Infused by arcane disrupting forces Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour penetration: +2 Physical power: +15 (+5 eff.) Armour: +15 Defense: +3 (+1 eff.) Fatigue: +6% Damage when hit (Melee): 4 cold Changes stats: +6 Con Changes resistances: +11% nature / +13% blight Changes resistances penetration: +15% physical Reduced damage from: +7% Unnatural Physical save: +11 (+5 eff.) Life regen: +5.00 Maximum life: +44.00 Healing mod.: +10% A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level.impenetrable steel plate armour (0 def, 16 armour) Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +16 Fatigue: +22% A suit of armour made of metal plates. |
Nyhek the Shineroar (19/19, 151% power, 10 apr)Requires: - Dexterity 24 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 3 Power: 151% Range: 1.4x Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +13.0% Capacity: 19 On weapon hit: * 20% chance to knock the target back 3 spaces and deal 154 physical damage On weapon crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +8 light / +8 physical Damage (radius 1) on hit: +20 light Damage (radius 2) on crit: +12 light Arrows are used with bows to pierce your foes to death. |
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. |
113 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
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. |
sapper's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
DuathelfurnaceInfused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce damage dealt by 20% Changes stats: +4 Wil Changes resistances: +9% light Changes damage: +6% mind Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal FocusPowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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 168 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. |
Rotseam [power 230] (13 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Defense: +20 (+9 eff.) Changes stats: +5 Con Changes damage: +6% nature Infravision radius: +2 It can be used to blast the opponent's mind dealing 264 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 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. |
10 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. |
4 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
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Silvana Leafblade the Thalore Wyrmic level 18
53rd Haze 122nd year of Ascendancy at 19:01 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Silvana Leafblade the Thalore Wyrmic level 9
5th Haze 122nd year of Ascendancy at 08:12 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Silvana Leafblade the Thalore Wyrmic level 18
57th Haze 122nd year of Ascendancy at 21:09 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Silvana Leafblade the Thalore Wyrmic level 10
12nd Haze 122nd year of Ascendancy at 21:46 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Silvana Leafblade the Thalore Wyrmic level 20
75th Haze 122nd year of Ascendancy at 23:19 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Silvana Leafblade the Thalore Wyrmic level 9
69th Dusk 122nd year of Ascendancy at 12:20 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Silvana Leafblade the Thalore Wyrmic level 12
21st Haze 122nd year of Ascendancy at 03:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Silvana Leafblade the Thalore Wyrmic level 15
45th Haze 122nd year of Ascendancy at 15:28 see stats
Log
Silvana Leafblade uses Infusion: Wild.
Silvana Leafblade is not crippled anymore.
Silvana Leafblade is cured!
Silvana Leafblade lessens the pain.
Silvana Leafblade misses Something.
Silvana Leafblade is crippled.
Something hits Silvana Leafblade for 43 physical, 34 physical (79 total damage).
Silvana Leafblade hits Something for (21 parried), 25 physical (26 total damage).
Something hits Silvana Leafblade for 54 physical, 64 physical (119 total damage).
Talent Wing Buffet is ready to use.
Silvana Leafblade misses Something.
Something performs a melee critical strike against Silvana Leafblade!
Silvana Leafblade avoids a garrote from Something!
Silvana Leafblade is not crippled anymore.
Talent Antimagic Zone is ready to use.
Talent Dream Walk is ready to use.
Talent Earth's Eyes is ready to use.
Something hits Silvana Leafblade for 63 physical, 24 physical (89 total damage).
Silvana Leafblade uses Dream Walk.
Silvana Leafblade is out of phase.
Silvana Leafblade starts suffocating to death!
Silvana Leafblade is suffocating.
Silvana Leafblade is no longer pinned.
Silvana Leafblade recovers sight.
Silvana Leafblade is not disabled anymore.
Silvana Leafblade the level 20 thalore wyrmic suffocated to death on level 2 of Lake of Nur.

















































































































