










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 | 24 / 35% |
| Size | medium |
| Lifes / Deaths | Killed by Adossra the swarm hive at level 24 on the 16th Regrowth 123rd year of Ascendancy at 01:45 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 66 (base 54) |
| Dexterity | 24 (base 10) |
| Constitution | 25 (base 11) |
| Magic | 8 (base 10) |
| Willpower | 64 (base 49) |
| Cunning | 16 (base 10) |
Resources
| Life | -173/765 |
| Stamina | 324/324 |
| Equilibrium | 40 |
| Healing Factor | 1.224517824337 |
| Regeneration | 7.2126089732875 |
Speed
| Mental | +2.90723440879% |
| Attack | +2.90723440879% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 18.815289237657 |
| See Invisible | 30.815289237657 |
Offense: Mainhand
| Damage | 117 |
| Accuracy | 60 |
| Crit Chance | 24% |
| APR | 36 |
| Speed | 0.97 |
Offense: Spell
| Spellpower | 8 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 38 |
| Crit Chance | 14% |
| Speed | 0.97174897930653 |
Offense: Damage Bonus
| Acid | +27% |
| Blight | +15% |
| Physical | +31% |
| Cold | +15% |
| All | 0% |
| Lightning | +21% |
| Light | +21% |
| Mind | +12% |
| Darkness | +21% |
| Fire | +21% |
| Nature | +51% |
Offense: Damage Penetration
| Acid | +48% |
| Blight | +43% |
| Physical | +67% |
| Cold | +43% |
| All | +19% |
| Darkness | +43% |
| Light | +54% |
| Lightning | +43% |
| Fire | +43% |
| Nature | +43% |
Defense: Base
| Armour (hardiness) | 68.482109524015 (95.977958824199%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 26 |
| Physical Save | 26 |
| Spell Save | 26 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 11%( 70%) |
| Arcane | + 11%( 70%) |
| Cold | + 20%( 70%) |
| All | + 6%( 70%) |
| Physical | + 34%( 70%) |
| Lightning | + 21%( 70%) |
| Light | + 23%( 70%) |
| Temporal | + 11%( 70%) |
| Mind | + 15%( 70%) |
| Darkness | + 8%( 70%) |
| Fire | + 8%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
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 500 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 3/5 |
| 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 |
| 1/5 |
| 3/5 |
Generic Talents
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Fungus | 1.10 |
| 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 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.60 |
| 1/5 |
| 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 |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You used the key inside the ruins of Nur and found a way into the fortress of old. | 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 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Swamptrial (0 def, 9 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +10 (+3 eff.) Armour: +9 Changes resistances: +6% lightning / +5% temporal Changes resistances penetration: +20% light Changes damage: +6% nature Critical mult.: +20.00% Maximum stamina: +20.00 A pair of boots made of leather. |
| Light source | Undeathbloom the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +10 (+5 eff.) Effects on melee hit: * 10% chance to slow global speed by 51% Changes stats: +2 Con Changes damage: +12% nature 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. |
| On head | Hurygoblek the dwarven-steel helm (0 def, 10 armour) =CON=Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Armour: +10 Fatigue: +4% Changes stats: +5 Con Changes resistances: +1% physical Changes resistances penetration: +5% acid Changes damage: +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Sootbringer the dwarven-steel pickaxe (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Armour: +3 Defense: +6 (+3 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Damage when hit (Melee): 8 mind Changes stats: +2 Str / +2 Wil Changes resistances: +9% mind / +6% physical Changes damage: +6% darkness / +6% mind When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring 'Bilefist'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +25 (+7 eff.) Armour penetration: +4 Armour: +10 Changes resistances: +16% physical Changes resistances penetration: +10% physical Changes damage: +9% nature / +16% physical Stamina each turn: +3.00 Rings make your fingers look great! |
| On fingers | LightwilterCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+2 eff.) Changes stats: +6 Str / +2 Cun / +4 Con Changes resistances penetration: +5% light Changes damage: +12% light See invisible: +12 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Ivuldatha'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +20 (+9 eff.) Changes resistances: +5% arcane Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Maximum life: +38.00 Healing mod.: +10% A belt that goes around your waist. |
| In main hand | stralite greatsword 'Boreruisin' (158% power, 3 apr)Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 4 It must be held with both hands. Power: 158% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 Crit. chance: +4.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 51% Damage (Melee): +19 nature When wielded/worn: Accuracy: +32 (+8 eff.) Armour penetration: +29 Effects on melee hit: * 20% chance to slow global speed by 51% Changes resistances: +6% lightning / +3% light Changes resistances penetration: +19% all / +14% physical Changes damage: +3% acid Massive two-handed swords. |
| On hands | Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
| Main armor | impenetrable steel plate armour of the deep (0 def, 19 armour)Requires: - Massive armour training - Strength 28 Infused by nature Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +19 Fatigue: +22% Changes resistances: +6% acid / +9% cold Allows you to breathe in: water A suit of armour made of metal plates. |
| Cloak | linen cloak 'Gleamstriker' (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 Str / +2 Dex / +2 Con Changes resistances: +15% light Changes resistances penetration: +10% light Changes damage: +6% lightning / +6% fire / +9% light Talent mastery: +0.30 Technique / Combat training Spell save: +4 (+2 eff.) Stamina each turn: +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Emelayata'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 25 Changes stats: +9 Dex / +3 Wil Changes damage: +6% mind Reduces incoming crit damage: 10.00% Infravision radius: +3 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 16%; reduction 3; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the wizard (speed 527%; cd 12)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: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 527% 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 Magic 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. |
serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +9 (+4 eff.) Changes stats: +7 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
stabilizing steel amulet of constitution (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% temporal Pinning immunity: +24% Knockback immunity: +28% Amulets make your neck look great! |
warrior's steel amulet of strength (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Str Changes resistances: +8% physical Stamina each turn: +0.30 Amulets make your neck look great! |
FrostpiercerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +3% darkness / +9% mind Changes resistances penetration: +15% cold Changes damage: +18% mind / +9% cold Stun/Freeze immunity: +27% Life regen: +3.00 Rings make your fingers look great! |
KindleoracleInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour penetration: +2 Defense: +10 (+5 eff.) Damage when hit (Melee): 10 physical Changes stats: +7 Con Changes resistances: +6% light Changes resistances penetration: +10% physical Physical save: +8 (+4 eff.) Rings make your fingers look great! |
Torydunabar the SleetrageCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +12% temporal / +15% cold Changes resistances penetration: +10% cold Stun/Freeze immunity: +32% Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
YvalaithCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +6 Changes resistances: +3% blight Changes damage: +4% all Spell save: +3 (+1 eff.) Disarm immunity: +10% Spellpower: +6 (+6 eff.) Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
gold ring 'Hellclash'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Damage when hit (Melee): 8 fire Changes stats: +8 Wil / +4 Con Changes resistances: +6% fire Disarm immunity: +27% Pinning immunity: +28% Knockback immunity: +23% Maximum life: +29.00 Rings make your fingers look great! |
gold ring 'Icevalor'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+3 eff.) Damage when hit (Melee): 2 cold Changes stats: +5 Dex Changes resistances: +26% lightning / +9% cold Changes damage: +13% lightning / +3% cold / +9% arcane Disarm immunity: +32% Pinning immunity: +27% Knockback immunity: +38% Maximum life: +25.00 Rings make your fingers look great! |
marksman's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +20% acid Changes damage: +10% acid Rings make your fingers look great! |
marksman's steel ring of nature (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Changes stats: +3 Dex Changes resistances: +24% nature Changes damage: +12% nature Rings make your fingers look great! |
psionicist's copper ring of fire (+22%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +22% fire Changes damage: +11% fire Mental save: +6 (+3 eff.) Rings make your fingers look great! |
solipsist's steel ring of pilferingCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +8 Defense: +8 (+4 eff.) Changes stats: +5 Cun / +5 Wil Mindpower: +6 (+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 94% 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 copper ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Armour: +6 Defense: +7 (+3 eff.) Changes stats: +3 Str 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 94% 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! |
Stormfront (136% power, 15 apr)Requires: - Strength 16 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 136% Range: 1.5x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +15 Crit. chance: +5.0% Attack speed: 100% On weapon crit: * inflicts either shocked or wet, chosen at random Damage (Melee): +15 lightning / +15 cold When wielded/worn: Changes damage: +12% lightning / +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Dagger of the Past (129% power, 20 apr)Requires: - Magic 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. Potentially it would go with a sword in the future. Power: 129% Range: 1.3x Uses stats: 50% Mag, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +20.0% Attack speed: 111% Damage (Melee): +5 temporal Damage conversion: 30% temporal When wielded/worn: Defense: +10 (+5 eff.) Changes damage: +5% temporal Talent masteries: +0.10 Chronomancy / Blade Threading +0.10 Chronomancy / Temporal Guardian Spell save: +10 (+5 eff.) Movement speed: +20% Defense after a teleport: +10 Resist all after a teleport: +5% New effects duration reduction after a teleport: +15% Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
Iviseta the Torchscar (142% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% 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: +3.5% Attack speed: 100% On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +14 nature Damage (radius 1) on hit: +4 fire Damage (radius 2) on crit: +21 lightning / +7 cold When wielded/worn: Accuracy: +16 (+4 eff.) Armour penetration: +10 Changes resistances: +3% temporal Changes resistances penetration: +13% lightning / +12% physical / +14% cold Changes damage: +18% temporal Movement speed: +35% Massive two-handed swords. |
dwarven-steel longsword 'Islita' (129% power, 4 apr)Requires: - Strength 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Power: 129% 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 hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) When wielded/worn: Accuracy: +6 (+2 eff.) Defense: +8 (+4 eff.) Changes stats: +10 Con / +7 Wil Disarm immunity: +28% Hate when firing a critical mind attack: +3.00 Maximum life: +25.00 Mindpower: +15 (+6 eff.) Mental crit. chance: +3% Sharp, long, and deadly. |
Gugabeth the mossy mindstar (75% power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Power: 75% 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: +12 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +3 Cun / +3 Dex Changes resistances: +1% physical Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mindpower: +2 (+1 eff.) Mental crit. chance: +1% 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. |
thorny mindstar 'Noonbliss' (94% power, 24 apr, nature damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Power: 94% 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: +3.5% Attack speed: 100% Damage (radius 2) on crit: +12 fire When wielded/worn: Changes stats: +3 Str / +3 Con Changes resistances: +4% mind / +6% light Changes resistances penetration: +4% mind Changes damage: +5% mind Talent granted: +1 Attune Mindstar Psi when hit: +0.50 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Light radius: +3 Damage Resonance (when hit): +12% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
rough leather belt 'Arcshine'Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Cun / +4 Wil Changes resistances: +3% lightning Damage against: +16% Summoned Reduced damage from: +15% Summoned Reduces incoming crit damage: 5.00% Light radius: +3 A belt that goes around your waist. |
rough leather belt 'Starglory' =CON=Infused by arcane disrupting forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Cun / +1 Con Changes resistances: +6% acid / +3% light / +6% blight Changes damage: +9% light / +12% darkness Infravision radius: +1 A belt that goes around your waist. |
rough leather belt 'Veloldavea'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Armour penetration: +3 Effects on melee hit: * 10% chance to reduce all saves and defense by 25 Spell save: +3 (+1 eff.) Life regen: +0.90 Only die when reaching: -40.00 life Healing mod.: +11% A belt that goes around your waist. |
Flamevenom the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce armor by 13% Changes resistances: +9% fire Disease immunity: +20% Cut immunity: +10% Maximum life: +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Unlightfurnace (1 def, 0 armour) =CUN=Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Armour penetration: +4 Defense: +1 (+0 eff.) Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 5 * 20% chance to reduce damage dealt by 20% Changes stats: +2 Cun / +2 Dex Changes resistances: +3% darkness Changes resistances penetration: +10% blight Changes damage: +6% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 43.86 to 54.83 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. |
verdant cashmere robe (0 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Con Changes resistances: +11% all Changes damage: +10% nature Poison immunity: +33% Disease immunity: +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Blizzardtorrent (0 def, 1 armour) =CON=Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Str / +2 Wil / +4 Con Changes resistances: +6% lightning / +7% temporal / +9% cold A pair of boots made of leather. |
Forestnaught (0 def, 4 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes resistances: +8% fire / +3% nature / +11% cold Changes damage: +6% blight Critical mult.: +10.00% Life regen: +9.00 Spellpower: +5 (+5 eff.) Spell crit. chance: +1% Healing mod.: +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Layewe the Cleansestrider (0 def, 1 armour) =CUN=Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +3 Cun Changes resistances: +3% nature Changes resistances penetration: +5% darkness Maximum encumbrance: +22 Physical save: +7 (+4 eff.) Mental save: +12 (+6 eff.) Maximum psi: +10.00 Mindpower: +10 (+4 eff.) A pair of boots made of leather. |
Pyrelore the pair of rough leather boots (5 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Accuracy: +5 (+2 eff.) Physical crit. chance: +3.0% Armour: +1 Defense: +5 (+2 eff.) Changes resistances: +2% physical Changes resistances penetration: +5% fire Changes damage: +3% fire Stamina each turn: +0.40 Maximum stamina: +11.00 A pair of boots made of leather. |
Ce'Nota (0 def, 2 armour)Powered by arcane forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Damage (Melee): 5 darkness Damage when hit (Melee): 2 blight Changes stats: +1 Cun / +5 Mag Changes resistances: +14% darkness / +8% light Changes resistances penetration: +20% blight Changes damage: +5% arcane / +3% darkness Spell save: +3 (+1 eff.) Mana each turn: +0.08 Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. It can be used to activate talent Starfall, placing all other charms into a 17 cooldown : Effective talent level: 1.0 Power cost: 17 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 33.19 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +13 (+4 eff.) Armour: +2 Fatigue: +3% Effects when hit in melee: * 18 arcane resource burn Changes stats: +2 Dex Spell save: +14 (+7 eff.) 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. |
Aeromnir the rough leather cap (0 def, 1 armour) =CUN=Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 Armour: +1 Fatigue: +1% Changes stats: +6 Cun / +4 Dex Changes resistances: +5% arcane Infravision radius: +3 A cap made of leather. |
Weepsting (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes resistances: +20% lightning / +10% temporal / +3% mind / +3% nature Changes resistances penetration: +15% mind Blindness immunity: +10% Life regen: +2.00 A cap made of leather. |
hardened leather cap 'Cloudfury' (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Dex Changes resistances: +10% darkness Changes resistances penetration: +5% mind Changes damage: +6% lightning Critical mult.: +10.00% Reduces incoming crit damage: 5.00% Maximum hate: +6.00 Infravision radius: +4 A cap made of leather. |
iron helm 'Elybrelle' (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 Changes resistances: +3% blight / +3% lightning Maximum life: +60.00 Healing mod.: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Halohell (0 def, 11 armour)Requires: - Massive armour training - Strength 35 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +11 Fatigue: +22% Damage when hit (Melee): 6 mind Changes resistances: +16% fire / +12% nature / +3% cold Changes resistances penetration: +5% mind Critical mult.: +5.00% Hate when firing a critical mind attack: +2.00 A suit of armour made of metal plates. |
3 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. |
344 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. |
6 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. |
3 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 (+3 eff.) When used to imbue an object: Defense: +6 (+3 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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+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. |
Borudorath (dig speed 16 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +4 Dex / +1 Wil Changes resistances: +9% mind / +9% cold Spell save: +3 (+1 eff.) Maximum life: +25.00 Maximum stamina: +21.00 See invisible: +3 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. |
Mummified Egg-sac of UngolëInfused by nature 2.00 Encumbrance. [Unique] Type: misc / egg When carried: Light radius: -2 It can be used to summon up to 2 spiders Activation costs 68 power out of 100/100. Dry and dusty to the touch, it still seems to retain some shadow of life. |
3 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. |
Elessra the brass lantern =CON=Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1 Dex / +2 Wil / +5 Con Changes resistances penetration: +5% arcane Mental save: +6 (+3 eff.) Light radius: +3 Infravision radius: +1 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. |
Hudohir the TorchrockInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Dex / +3 Mag / +2 Wil / +3 Cun Changes resistances: +6% fire Changes resistances penetration: +5% fire Maximum life: +46.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Sleetwarden the alchemist's lampInfused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +3 Con Changes resistances: +8% blight / +6% cold / +9% acid Changes resistances penetration: +25% acid Changes damage: +3% acid / +3% cold Life regen: +8.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(120 power, based on Willpower) Activation costs 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
4 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. |
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. |
6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
7 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 Malva the Thalore Wyrmic level 18
70th Haze 122nd year of Ascendancy at 04:47 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Malva the Thalore Wyrmic level 9
2nd Haze 122nd year of Ascendancy at 04:00 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Malva the Thalore Wyrmic level 24
15th Regrowth 123rd year of Ascendancy at 16:09 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Malva the Thalore Wyrmic level 24
10th Regrowth 123rd year of Ascendancy at 05:09 see stats
Huge Appetite (Insane (Roguelike) difficulty)
Ate 20 bosses.By Malva the Thalore Wyrmic level 21
3rd Allure 123rd year of Ascendancy at 00:43 see stats
I'm a cool hero (Insane (Roguelike) difficulty)
Saved Derth without a single inhabitant dying.By Malva the Thalore Wyrmic level 18
74th Haze 122nd year of Ascendancy at 12:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Malva the Thalore Wyrmic level 10
9th Haze 122nd year of Ascendancy at 14:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Malva the Thalore Wyrmic level 20
1st Allure 123rd year of Ascendancy at 07:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Malva the Thalore Wyrmic level 18
74th Haze 122nd year of Ascendancy at 12:09 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Malva the Thalore Wyrmic level 9
76th Dusk 122nd year of Ascendancy at 04:25 see stats
The Restless Dead (Insane (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Malva the Thalore Wyrmic level 21
3rd Allure 123rd year of Ascendancy at 14:14 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Malva the Thalore Wyrmic level 12
20th Haze 122nd year of Ascendancy at 17:02 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Malva the Thalore Wyrmic level 23
5th Regrowth 123rd year of Ascendancy at 07:36 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Malva the Thalore Wyrmic level 16
62nd Haze 122nd year of Ascendancy at 20:02 see stats
Log
Adossra the swarm hive hits Treant for 220 physical damage.
Adossra the swarm hive hits Treant for 101 physical damage.
Adossra the swarm hive hits Malva for 116 physical damage.
Shadow hits Malva for 2 physical damage.
Malva stops regenerating health quickly.
Swarming horror misses Malva.
Adossra the swarm hive killed Treant!
Melee retaliation hits Swarming horror for 7 mind, 26 cold (34 total damage).
Swarming horror hits Malva for 0 physical damage.
Adossra the swarm hive uses Mindlash.
Adossra the swarm hive hits Malva for 114 physical damage.
Malva hits Adossra the swarm hive for (62 deflected), 62 physical, (8 deflected), 9 nature (72 total damage).
Treant overcomes the gloom
Treant was smashed!
Adossra the swarm hive receives 41 healing from Unnatural Body.
Melee retaliation hits Shadow for 7 mind, 22 cold (30 total damage).
Adossra the swarm hive hits Treant for 101 physical, 14 physical (116 total damage).
Adossra the swarm hive hits Malva for 56 physical damage.
Shadow hits Malva for 2 physical damage.
Malva feels pain again.
Swarming horror uses Blindside.
Swarming horror hits Malva for 1 physical damage.
Swarming horror hits Malva for 0 physical damage.
Melee retaliation hits Swarming horror for 7 mind, 22 cold (30 total damage).
Melee retaliation hits Swarming horror for 6 mind, 22 cold (29 total damage).
Adossra the swarm hive uses Willful Strike.
Adossra the swarm hive's mind surges with critical power!
Adossra the swarm hive hits Malva for 461 physical damage.
Malva the level 24 thalore wyrmic was disembowelled to death by Adossra the swarm hive on level 3 of Lake of Nur.
















































































































