Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Infinite500 v2.5c: Revised high level play for ToME 1.3.1Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Shorter ToME4 Dungeons 1.2.5This add-on significantly shortens all plot-related dungeons: - Dreadfell is now 5 levels. This will make the game harder, due to less experience and loot. The loot from these dungeons was improved to compensate (i.e. lower tier items no longer generate). Recommended only for experienced players looking for a challenge or a faster game. New Gem Types 1.2.5Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Marson's Bosses Gone AWOL 1.2.5The addon you hope you never have to use. If all goes well, you never have to touch it. Behind the scenes, BGA monitors the location of every NPC on the current map level. • In cheat mode you can use CTRL-B to pull up a list of all NPCs with details about their locations. Cheat mode will stamp your character, but it can be used as a last resort to see if a quest-required boss has gone all-out missing or not. • If an NPC goes outside the map borders or into the middle of a wall (and it isn't a ghost), BGA will notify you and allow you to relocate the offender to a random free tile somewhere else on the level so that you can reach it. The NPC will not be placed into a vault, but it may be in a secluded room you have to dig to reach. Some levels have rooms behind undiggable walls that aren't marked as vaults. At this point, there isn't much that can be done about those locations beyond using a teleport of some sort. • If a summons is temporarily removed from the level via Time Skip, it remains in your party. If you leave the level before the summons returns, the connection to the summons is severed and it becomes a not-there party member. If you return to the previous level, the original summons will come back out of Time Skip, but it will now be a separate entity from the one that's in your party. The one on the level will sit there and then decay. The one in your party will not decay and will take up a summons slot from that point on, but will not be on any level you visit. BGA will remove the summons in the party slot if the connection is broken, clearing it for future summons. • If an NPC spawns and is then killed in the same turn, it can sit on that tile 'dead'. If a creature—including yourself—walks over that tile, a clone will be made, possibly creating an impassable roadblock. Hitting CTRL-C will cycle through all tiles on the level and remove any clones it finds. • Some rooms will spawn a large group of NPCs. If there are more NPCs than tiles, they will exist 'out of phase'. You can't see or target them and can walk through them as if they didn't exist, but party members may attack the tile they are on. If the NPC has an AOE effect on them, such as an Empire Wight's lighting, it may strike you. You may also hear any sounds associated with the NPC. BGA will 'rephase' the NPC once the square they are on is unoccupied. If the tile and NPC are in sight, you will get the message, '[Name] steps out from hiding.' This may result in an unexpected enemy or two showing up in packed rooms once available space is made. • Log will flush after special actions are taken so that cut/paste is available immediately. • Checks for invalid Dark Fey Clones (StarKeep's Faerie Race addon) + Bugfix: Limmir disappearing immediately after quest completion. Removed check for 'mod.class.PartyMember' on non party members. • v2.2.2 - Compatible with ToME 1.1.5 to 1.2.2
Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.3.0In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Pragmatic Heroism 1.1.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Extended Auto-use 1.1.5Adds additional options to talent auto-use Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Experimental Hate 1.3.1For experimenting with a different Hate mechanic. Improved Stores 1.3.0Adds a store in Last Hope selling lanterns and pickaxes, several additional stores to improve gear diversity, and improves the quality of infusion and rune stores. Allow Full Respec Anywhere 1.2.3Allows characters to fully respec anywhere in game, not just in towns. Turtle race 1.3.1This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Encumbrance Bypass 1.3.1Gives you a maximum Encumbrance value of 50000. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.0.4Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Starting prodigy 1.0.4Prodigies have minimal requirements and you can get one at level 1. QuickTome: Orb of Communication 1.3.1 Tomes of Knowledge 1.2.4Do you dislike it, when your escortees die on harder difficulties at the zone in, without you being able to help them? Do you sometimes feel as if money was worth little to nothing in Maj'Eyal? If so, this addon might help you. The library of Last Hope now sells seven Tomes with on-use-rewards, that mirror those of seven escort-types. The library of Elvala sells two (very expensive) tomes, that lead to even greater rewards after using them. Fixed: talent types are now known, but not learned ZOmnibus Addon Pack 1.3.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.3.0Donators/Buyers bonus! Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Difficulty Addon 1.2.3Adds in the Intense, Brutal, and Chaos difficulties, stepping stones between the vanilla difficulties, and additionally grants free stat bonuses based on difficulty level. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black QuickTome: Arena Skip 1.3.1 Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
No Reloading 1.0.0removes reloading from the game. Elemental Woes 1.1.0This addon changes the Elemental Surge and Endless Woes prodigies to have effects for all damage types. Effects for Elemental Surge are: Effects for Endless Woes are: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Verdant Class Pack 1.3.1Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | MegaTurtle |
| Class | Anorithil |
| Level / Exp | 42 / 4% |
| Size | huge |
| Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 126 (base 60) |
| Magic | 69 (base 60) |
| Willpower | 29 (base 10) |
| Cunning | 73 (base 60) |
Resources
| Life | 2890/2890 |
| Positive | 23/143 |
| Negative | 104/163 |
| Healing Factor | 1.81 |
| Regeneration | 64.830179486759 |
Speed
| Mental | 0% |
| Attack | -25% |
| Movement | +61.575708003743% |
| Spell | -0.55911350922497% |
| Global | +30% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 9 |
| See Invisible | 19 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 26 |
| Crit Chance | 59% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69.25 |
| Crit Chance | 83% |
| Speed | 1.0056225716499 |
| Cooldown Reduction | 10 |
Offense: Mind
| Mindpower | 43.5 |
| Crit Chance | 38% |
| Speed | 1.3333333333333 |
Offense: Damage Bonus
| All | +5% |
Offense: Damage Penetration
| All | +9% |
Defense: Base
| Armour (hardiness) | 98.676683870738 (49%) |
| Defense | 9.2 |
| Ranged Defense | 9.2 |
| Fatigue | 0 |
| Physical Save | 94.075747941558 |
| Spell Save | 66.166819293275 |
| Mental Save | 49.9 |
Defense: Resistances
| All | + 74%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Disarm Resistance | 65% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 100% |
Inscriptions (4/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 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: RegenerationUse 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 680 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 505 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Circles | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Celestial / Glory | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Celestial / Star fury | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Eclipse | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Twilight | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Umbra | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Moon magic | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Celestial / Sunlight | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Megaturtle | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Light | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Hymns | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Mega Spiked Shell |
| talent | Corona |
| talent | Path of Light |
| talent | Radiant Soul |
| talent | Hymn of Shadows |
| talent | Chant of Fortress |
| talent | Umbral Soul |
| beneficial effect | You heal for 17.0 health every turn. Mega Turtle Heart Regeneration |
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. | active |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Hymn Acolyte (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Equipment
| On feet | Mardylevon the pair of rough leather boots (0 def, 1 armour) Mardylevon the pair of rough leather boots (0 def, 1 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Str / +2 Mag Changes resistances: +7% lightning / +7% temporal / +3% mind / +3% acid Spell save: +2 (+0 eff.) Mental save: +3 (+1 eff.) Lowers spell cool-downs by: 10% Light radius: +3 A pair of boots made of leather. Press to compare |
| Light source | Shadesweeper ShadesweeperInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Damage when hit (Melee): 12 darkness Changes stats: +2 Str / +5 Dex / +6 Cun / +6 Con Changes resistances: +9% blight Changes resistances penetration: +9% all Grants telepathy: Dragon Physical save: +9 (+2 eff.) Life regen: +3.00 Light radius: -2 Infravision radius: +7 See invisible: +6 Healing mod.: +19% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
| On head | Brenuregorn (2 def, 0 armour) Brenuregorn (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Changes stats: +5 Mag / +7 Wil Changes resistances: +6% acid / +5% arcane Changes damage: +3% acid / +9% arcane Critical mult.: +10.00% Life regen: +2.40 Mana each turn: +0.53 Spellpower: +20 (+5 eff.) Spell crit. chance: +9% Damage Shield Power: +10% A pointy cloth hat, very wizardly... Press to compare |
| Tool | Gezor the elm wand of clairvoyance [power 9] (10 cooldown) Gezor the elm wand of clairvoyance [power 9] (10 cooldown)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +2 Str / +2 Wil Mana each turn: +0.04 Spell crit. chance: +3% Infravision radius: +2 It can be used to reveal the area around you dispelling darkness and detecting the presence of nearby creatures (rad 9), putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 3 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. Press to compare |
| On fingers | Growthwild the steel ring Growthwild the steel ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+4 eff.) Damage when hit (Melee): 4 nature / 4 blight Changes stats: +1 Mag Changes resistances: +6% nature Changes damage: +5% all Mental save: +7 (+2 eff.) Confusion immunity: +27% Life regen: +0.80 Maximum life: +52.00 Spellpower: +17 (+4 eff.) Spell crit. chance: +3% Mindpower: +8 (+3 eff.) Healing mod.: +15% Rings can have magical properties. Press to compare |
| On fingers | Runachak the gold ring Runachak the gold ringPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Physical power: +20 (+8 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn * 40% chance to corrode armour Changes stats: +5 Str / +7 Dex / +6 Mag / +6 Wil / +6 Cun / +7 Con Changes resistances penetration: +15% temporal Changes damage: +9% acid Life regen: +1.20 Maximum life: +72.00 Spellpower: +19 (+5 eff.) Mindpower: +9 (+3 eff.) Healing mod.: +17% Rings can have magical properties. Press to compare |
| Around waist | Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. Press to compare |
| In main hand | yew vilestaff 'Airresolve' (20-24 power, 6 apr, darkness element) yew vilestaff 'Airresolve' (20-24 power, 6 apr, darkness element)Requires: - Magic 24 Powered by arcane forces Crafted by a master 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +6 Physical crit. chance: +3.5% Attack speed: 100% Damage Shield penetration (this weapon only): +30% When wielded/worn: Physical crit. chance: +25.0% Damage (Melee): 24 arcane / 24 fire Damage when hit (Melee): 8 lightning Changes damage: +20% temporal / +20% light / +3% blight / +20% physical / +20% darkness Talent granted: +1 Command Staff Critical mult.: +35.00% Physical save: +25 (+5 eff.) Maximum life: +20.00 Maximum mana: +60.00 Spellpower: +28 (+7 eff.) Spell crit. chance: +14% See invisible: +13 Staves designed for wielders of magic, by the greats of the art. Press to compare |
| On hands | Blindspitter (0 def, 4 armour) Blindspitter (0 def, 4 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 (+4 eff.) Physical crit. chance: +12.0% Armour: +4 Effects on melee hit: * 15% chance to inflict damage reduction Changes stats: +3 Con Changes resistances penetration: +5% fire / +10% temporal Talent granted: +3 Block Critical mult.: +9.00% Physical save: +26 (+5 eff.) Spell save: +6 (+2 eff.) Mental save: +13 (+4 eff.) Disarm immunity: +65% Spell crit. chance: +12% Mental crit. chance: +13% Tauntlets behave like a shield, and allow you to block attacks. 48 block power. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. A turtle shell fit with a simple strap. It covers the entire forearm. Press to compare |
| Main armor | Elytha the woollen robe (3 def, 3 armour) Elytha the woollen robe (3 def, 3 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +3 Defense: +3 (+3 eff.) Damage when hit (Melee): 12 mind Changes stats: +5 Mag / +1 Wil / +1 Cun Changes resistances: +21% light / +9% temporal Changes resistances penetration: +8% temporal / +8% physical Changes damage: +14% light / +9% temporal / +9% mind / +11% physical Physical save: +19 (+4 eff.) Spell save: +21 (+5 eff.) Mental save: +31 (+10 eff.) Equilibrium when hit: +0.04 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Mindpower: +4 (+1 eff.) Mental crit. chance: +5% Reduces paradox anomalies(equivalent to willpower): +11 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
| Cloak | Pawnch's Shell (0 def, 5 armour) Pawnch's Shell (0 def, 5 armour)Requires: - Constitution 14 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 2 When wielded/worn: Armour: +5 Fatigue: +0% Damage when hit (Melee): 30 physical Life regen: +5.00 Maximum air capacity: +50.00 10% of all incoming damage is reduced by your Armor stat. Hardiness applies. A giant shell that once belonged to Pawnch, a turtle who dreamed of becoming a brawler. It radiates a powerful aura, and you feel protected when you are in contact with it. Press to compare |
| Around neck | Feathersteel Amulet Feathersteel AmuletCrafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Fatigue: -20% Maximum encumbrance: +20 Movement speed: +20% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. Press to compare |
Inventory
shielding rune of the titan (absorb 465 for 4 turns) shielding rune of the titan (absorb 465 for 4 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 465 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 414 for 5 turns) shielding rune of the wizard (absorb 414 for 5 turns)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 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 spell Description: Activate the rune to create a protective shield absorbing at most 414 damage for 5 turns. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune.. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Poryriann the Radiancebreak Poryriann the RadiancebreakPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Mag Changes resistances penetration: +5% light Changes damage: +6% mind Grants telepathy: Demon/Minor Demon/Major Talent masteries: +0.15 Celestial / Sunlight +0.15 Wild-gift / Harmony Mental save: +12 (+4 eff.) Equilibrium when hit: +0.16 Heals friendly targets nearby when you use a nature summon: +20 Amulets can have magical properties. Press to compare |
restful copper amulet of strength (+3) restful copper amulet of strength (+3)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str Life regen: +1.20 Amulets can have magical properties. Press to compare |
The Black Core The Black CorePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +15% darkness Talent mastery: +0.20 Corruption / Black-magic Blindness immunity: +100% Only die when reaching: -100.00 life Infravision radius: +6 Shadow Power: +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." Press to compare |
warrior's copper ring warrior's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str Rings can have magical properties. Press to compare |
Xaninn the gold ring Xaninn the gold ringCrafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +9 (+4 eff.) Effects on melee hit: * 30% chance to gain 10% of a turn * 40% chance to corrode armour Changes stats: +8 Dex / +7 Cun / +3 Con Changes resistances: +3% acid Changes resistances penetration: +15% acid Changes damage: +6% acid / +3% temporal Spell save: +12 (+3 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +31% Confusion immunity: +35% Pinning immunity: +32% Knockback immunity: +29% Maximum life: +28.00 Maximum stamina: +25.00 Rings can have magical properties. Press to compare |
Eclipse (15-18 power, 4 apr, physical element) Eclipse (15-18 power, 4 apr, physical element)Requires: - Magic 32 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 110% Mag Damage type: Darkness Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +15% darkness / +15% physical / +15% light / +15% temporal Talents cooldown: Twilight (-1 turn) Moonlight Ray (-1 turn) Searing Light (-1 turn) Talent granted: +1 Command Staff P.Energy each turn: +0.10 N.Energy each turn: +0.10 Spellpower: +12 (+3 eff.) Spell crit. chance: +8% This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. Press to compare |
Darkstreak (20-24 power, 4 apr, darkness element) Darkstreak (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Physical crit. chance: +11.0% Damage (Melee): 24 arcane Changes stats: +1 Wil Changes resistances: +5% arcane / +3% darkness Changes damage: +29% darkness Talent granted: +1 Command Staff Critical mult.: +5.00% Physical save: +10 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +13 (+4 eff.) Maximum mana: +67.00 Maximum hate: +4.00 Spellpower: +31 (+8 eff.) Spell crit. chance: +16% It can be used to unleash an elemental blastwave, dealing 40.11 - 48.13 darkness damage in a radius 4 around the user, putting all charms on cooldown for 10 turns. Staves designed for wielders of magic, by the greats of the art. Press to compare |
Staff of Destruction (20-24 power, 4 apr, darkness element) Staff of Destruction (20-24 power, 4 apr, darkness element)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 150% Mag Damage type: Fire Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% When wielded/worn: Changes damage: +20% physical / +20% temporal / +20% darkness / +20% light Talent granted: +1 Command Staff Spellpower: +10 (+2 eff.) Spell crit. chance: +15% Talent on hit(spell): Impending Doom (10% chance level 1). This unique-looking staff is carved with runes of destruction. Press to compare |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical 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. Press to compare |
Kinetic Focus (6-6.6 power, 18 apr, physical damage) Kinetic Focus (6-6.6 power, 18 apr, physical damage)Requires: - Willpower 18 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Physical Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% physical Changes resistances penetration: +6% physical Changes damage: +10% physical Talent mastery: +0.10 Psionic / Kinetic mastery Talent granted: +1 Psionic Maelstrom Physical save: +6 (+1 eff.) Psi when firing a critical mind attack: +1.00 Mindpower: +8 (+3 eff.) Mental crit. chance: +4% Kinetic energies are focussed in the core of this mindstar. Press to compare |
Charged Focus (10-11 power, 24 apr, lightning damage) Charged Focus (10-11 power, 24 apr, lightning damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 3 It is part of a set of items. You feel two unconnected psionic channels on this item. Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Lightning Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +15% lightning Changes resistances penetration: +9% lightning Changes damage: +15% lightning Talent mastery: +0.15 Psionic / Charged mastery Talent granted: +1 Psionic Maelstrom Mental save: +9 (+3 eff.) Maximum psi: +30.00 Mindpower: +12 (+4 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. Press to compare |
Beemnir the Lustrewild (0 def, 0 armour) Beemnir the Lustrewild (0 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 light / 8 temporal Changes stats: +5 Mag / +5 Wil / +2 Cun Changes resistances: +6% light / +3% temporal Critical mult.: +11.00% Mana each turn: +0.11 Psi each turn: +0.13 Hate when firing a critical mind attack: +3.00 Psi when firing a critical mind attack: +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
spellwoven linen robe of light (+16%) (0 def, 0 armour) spellwoven linen robe of light (+16%) (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes resistances: +16% light Changes damage: +11% light Spell save: +15 (+4 eff.) Spellpower: +3 (+1 eff.) Spell crit. chance: +2% A cloth vestment. It offers no intrinsic protection but can be enchanted. Press to compare |
Ce'Nybeth Ce'NybethPowered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Armour: +14 Defense: +6 (+6 eff.) Changes stats: +2 Cun / +2 Mag Physical save: +12 (+2 eff.) Blindness immunity: +5% Stun/Freeze immunity: +20% It can be used to create a temporary shield that absorbs 182 damage, putting all charms on cooldown for 30 turns. A belt that goes around your waist. Press to compare |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Maximum encumbrance: +70 Knockback immunity: +40% 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. Press to compare |
Cleanseblast (2 def, 0 armour) Cleanseblast (2 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+2 eff.) Effects on melee hit: * Slows global speed by 30% * 15% chance to corrode armour Damage when hit (Melee): 8 acid Changes resistances: +6% nature Changes resistances penetration: +5% nature / +10% acid Physical save: +7 (+1 eff.) Mental save: +8 (+3 eff.) Only die when reaching: -50.00 life Maximum life: +82.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. Press to compare |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. Press to compare |
Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 It is part of a set of items. This would be great with a mighty matching belt. When wielded/worn: Armour: +2 Changes stats: +4 Str Changes resistances: +10% lightning / +10% cold Knockback immunity: +50% Maximum life: +60.00 It can be used to activate talent Throw Boulder (costing 6 power out of 6/6) : Effective talent level: 2.0 Power cost: 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throws a huge boulder at a target, damaging it for 119.45 and knocking it back 5 tiles. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. Press to compare |
Erogachik (0 def, 3 armour) Erogachik (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 30% chance to gain 10% of a turn Changes stats: +8 Str / +8 Dex / +3 Wil Changes resistances: +7% nature Spell save: +4 (+1 eff.) Maximum life: +53.00 See invisible: +12 Healing mod.: +13% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. Press to compare |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. Press to compare |
alchemist's lamp 'Gunilen' alchemist's lamp 'Gunilen'Powered by arcane forces Infused by nature Crafted by a master -1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Damage when hit (Melee): 12 blight Changes stats: +7 Cun / +11 Mag Changes resistances: +9% blight / +3% acid Changes resistances penetration: +20% blight Changes damage: +9% acid Physical save: +10 (+2 eff.) Spellpower: +19 (+5 eff.) Light radius: +1 Infravision radius: +7 Healing mod.: +22% A normal brass lantern, enhanced by alchemy to make it brighter. Press to compare |
Summertide Phial Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (83 power, based on Willpower), costing 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. Press to compare |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -4% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. Press to compare |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to speak with someone, costing 1 power out of 1/1. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest 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), costing 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. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target, costing 1 power out of 24/24. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of thermal psionic shield 'Boratir' [power 25] (20 cooldown) iron torque of thermal psionic shield 'Boratir' [power 25] (20 cooldown)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +1 Dex / +3 Mag Maximum wards: +2 physical / +2 mind / +2 darkness Changes damage: +6% blight Talent granted: +1 Ward Mana when firing critical spell: +2.00 Light radius: +1 It can be used to setup a psionic shield, reducing all fire, cold, light, and arcane damage by 25 for 7 turns, putting all charms on cooldown for 20 turns. When used: 100% chance to regenerate 2 hate. Torques are made by powerful psionics to store psionic powers. Press to compare |
Achievements
Fear me not! (Uniques)
Survived the Fearscape!By A BAD IDEA the MegaTurtle Anorithil level 39
35th Dusk 122nd year of Ascendancy at 03:02 see stats
Level 10 (Uniques)
Got a character to level 10.By A BAD IDEA the MegaTurtle Anorithil level 10
2nd Mirth 122nd year of Ascendancy at 03:10 see stats
Level 20 (Uniques)
Got a character to level 20.By A BAD IDEA the MegaTurtle Anorithil level 20
27th Dusk 122nd year of Ascendancy at 17:46 see stats
Level 30 (Uniques)
Got a character to level 30.By A BAD IDEA the MegaTurtle Anorithil level 30
29th Dusk 122nd year of Ascendancy at 04:56 see stats
Level 40 (Uniques)
Got a character to level 40.By A BAD IDEA the MegaTurtle Anorithil level 40
35th Dusk 122nd year of Ascendancy at 03:38 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By A BAD IDEA the MegaTurtle Anorithil level 36
31st Dusk 122nd year of Ascendancy at 21:24 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By A BAD IDEA the MegaTurtle Anorithil level 17
22nd Dusk 122nd year of Ascendancy at 06:35 see stats
Log
Porydhena the giant eel's Shoot hits A BAD IDEA for (29 resist armour) damage.
Talent Searing Light is ready to use.
Hymn of Shadows hits Mayeldara the water imp for 52 darkness damage.
Hymn of Shadows hits Porydhena the giant eel for 30 darkness damage.
A BAD IDEA's Corona hits Mayeldara the water imp for 127 light damage.
A BAD IDEA receives 33 healing.
Porydhena the giant eel shoots!
A BAD IDEA evades Porydhena the giant eel's temporal clone.
You feel a surge of power as a powerful creature falls nearby.
A BAD IDEA HEALS from darkness damage!
Mega Spiked Shell hits Porydhena the giant eel for (4 to psi shield), 2 physical, 7 blight, (5 to psi shield), 2 nature, 13 darkness (23 total damage).
Porydhena the giant eel hits A BAD IDEA for 11 physical, (6 resist armour), 0 blight, (13 resist armour), 0 nature, (4 resist armour), 0 darkness, 3 healing (11 total damage) [3 healing].
Porydhena the giant eel's Arrow Stitching hits A BAD IDEA for (29 resist armour) damage.
A BAD IDEA HEALS from darkness damage!
Mega Spiked Shell hits Porydhena the giant eel for (4 to psi shield), 2 physical, 7 blight, (5 to psi shield), 2 nature, 13 darkness (23 total damage).
Porydhena the giant eel's Shoot hits A BAD IDEA for (29 resist armour) damage.
Porydhena the giant eel hits A BAD IDEA for 5 physical, (6 resist armour), 0 blight, (13 resist armour), 0 nature, (4 resist armour), 0 darkness, 3 healing (5 total damage) [3 healing].
A BAD IDEA's Corona hits Something for 78 darkness damage.
Porydhena the giant eel casts Seal Fate.
A BAD IDEA receives 31 healing.
Hymn of Shadows hits Mayeldara the water imp for 79 darkness damage.
Hymn of Shadows hits Porydhena the giant eel for 46 darkness damage.
A BAD IDEA deactivates Corona.
A BAD IDEA deactivates Mega Spiked Shell.
A BAD IDEA deactivates Chant of Fortress.
A BAD IDEA deactivates Path of Light.
A BAD IDEA deactivates Hymn of Shadows.
A BAD IDEA deactivates Umbral Soul.
A BAD IDEA deactivates Radiant Soul.
