














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.0 |
Addons | Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.6.0Donators/Buyers bonus! Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.6.0Donators/Buyers bonus! Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Possessor |
Level / Exp | 28 / 53% |
Size | medium |
Lifes / Deaths | Killed by snow giant boulder thrower at level 28 on the 49th Haze 122nd year of Ascendancy at 00:03 / 1 |
Primary Stats
Strength | 35.7248 (base 12) |
Dexterity | 72.5504 (base 12) |
Constitution | 17 (base 10) |
Magic | 75.424 (base 10) |
Willpower | 83 (base 60) |
Cunning | 109.5608 (base 52) |
Resources
Steam | 100/100 |
Equilibrium | 18 |
Psi | 262/457 |
Life | -108/2338 |
Positive | 101/131 |
Paradox | 300 |
Negative | 81/111 |
Healing Factor | 0.47496877226712 |
Regeneration | 0.11874219306678 |
Speed
Mental | -1.1102230246252E-14% |
Attack | -1.1102230246252E-14% |
Movement | +98.28615787735% |
Spell | +25.34398619419% |
Global | +112.41128061626% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 12 |
See Stealth | 110.24417022213 |
See Invisible | 104.24417022213 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 66 |
Accuracy | 90 |
Crit Chance | 46% |
APR | 49 |
Speed | 1.00 |
Offense: Offhand
Damage | 66 |
Accuracy | 90 |
Crit Chance | 49% |
APR | 38 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 86% |
Speed | 0.79780453004801 |
Offense: Mind
Mindpower | 53 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Arcane | -5% |
Mind | +9% |
All | -8% |
Physical | +9% |
Lightning | +2% |
Light | +8% |
Temporal | +5% |
Darkness | -1% |
Cold | -3% |
Fire | +6% |
Nature | +31% |
Offense: Damage Penetration
Nature | +31% |
Physical | +11% |
Mind | +31% |
All | +11% |
Defense: Base
Armour (hardiness) | 43.408107766991 (81.030927835052%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 15 |
Physical Save | 66.5 |
Spell Save | 68.9 |
Mental Save | 70 |
Defense: Resistances
Acid | + 10%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 15%( 70%) |
Cold | + 34%( 70%) |
All | + 10%( 70%) |
Lightning | + 44%( 70%) |
Light | + 10%( 70%) |
Physical | + 13%( 70%) |
Mind | + 19%( 70%) |
Fire | + 30%( 70%) |
Nature | + 38%( 70%) |
Defense: Immunities
Pinning Resistance | 8% |
Instadeath Resistance | 100% |
Confusion Resistance | 0% |
Fear Resistance | 79% |
Stun Resistance | 16% |
Poison Resistance | 77% |
Disarm Resistance | 62% |
Inscriptions (3/3)
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 21 damage per debuff cleansed. |
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 238 damage for 4 turns. |
Runes | Effective talent level: 1.3 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (80% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 50 with a minimum range of 15. |
Class Talents
Psionic / Possession | 1.80 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Psionic / Psionic menace | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Solipsism | 1.60 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Psionic / Battle psionics | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Body snatcher | 1.60 |
| 3/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Psychic blows | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 8/5 |
| 12/5 |
| 1/5 |
| 1/5 |
Wild-gift / Mindstar mastery | 1.50 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Ravenous mind | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 4/5 |
| 0/5 |
| 14/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Psionic / Mentalism | 1.60 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Psiblades |
talent | Hymn of Shadows |
talent | Temporal Hounds |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 19. Intimidated |
detrimental effect | The target's has a cursed wound, reducing healing by 58%. Cursed Wound |
beneficial effect | The creature has found a state of clarity and sees the world for what it is (+12% global speed). Clarity |
beneficial effect | You use the body of one of your fallen victims. You can not heal in this form. Assume Form |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Scintillating Caves. Escort: lost tinker (level 2 of Scintillating Caves) | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 63. | 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 named Urkis. The mages of Angolwen are ready to teleport you there. * 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed storm wyrm claw. * You've found the needed green worm. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed minotaur nose. * You've found the needed warg claw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Requires: - Heavy armour training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Spellpower: +4 (+2 eff.) Movement speed: +25% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | ![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When wielded/worn: Talent granted: +3 Magnetic Shell When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | ![]() Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +3% mind / +9% fire Changes resistances penetration: +15% mind Changes damage: +9% fire / +9% mind / +12% light Physical save: +11 (+0 eff.) Spell save: +10 (+0 eff.) Mental save: +11 (+3 eff.) Light radius: +6 See stealth: +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 | ![]() Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) Defense: +1 (+1 eff.) Changes stats: +11 Cun / +2 Wil Changes damage: +4% physical / +4% temporal / +4% light / +3% darkness Mental save: +25 (+6 eff.) Silence immunity: +0% Confusion immunity: -20% Fear immunity: -20% Mental crit. chance: +4% Light radius: +0 It can be used to activate talent Hateful Whisper, placing all other charms into a 5 cooldown : Effective talent level: 3.9 Power cost: 5 out of 15/15. Range: 5 Travel Speed: instantaneous Is: a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 190 mind damage and feed you 4 hate. For the first 3 turns, the whisper will travel from the original victim to a new one within a range of 3.0. Every victim of the whisper has a 30% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
On hands | ![]() Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Armour: +2 Changes stats: +2 Cun / +3 Wil Changes resistances: +10% fire Changes damage: +5% fire Talent granted: +3 Iron Grip Disarm immunity: +80% Mindpower: +2 (+1 eff.) When used to modify unarmed attacks: Base power: 6.0 - 6.6 Uses stats: 40% Cun, 40% Dex, 40% Mag Damage type: Physical Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.0% Attack speed: 100% When this weapon hits: Flamespit (30% chance level 3). Damage (Melee): +10 fire Damage conversion: 100% fire It can be used to activate talent Flamespit (costing 3 power out of 24/24) : Effective talent level: 3.9 Power cost: 3 out of 24/24. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 76.11 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to blast the opponent's mind dealing 217 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 6 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 10 mind Changes stats: +2 Con Changes resistances: +5% arcane Changes resistances penetration: +5% mind Changes damage: +9% temporal / +3% arcane / +3% mind Spell save: +11 (+0 eff.) Maximum stamina: +11.00 Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +10 (+3 eff.) Armour: +4 Changes stats: +4 Wil Changes damage: +6% physical Critical mult.: +20.00% Reduces incoming crit damage: 15.00% Mental save: +8 (+2 eff.) Rings can have magical properties. |
Around neck | ![]() Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Defense: +11 (+3 eff.) Changes stats: +7 Lck / +5 Con Changes resistances: +20% lightning / +3% physical / +6% cold Pinning immunity: +10% Stun/Freeze immunity: +21% Only die when reaching: -20.00 life Reduce all damage from unseen attackers: 15% Amulets can have magical properties. |
In main hand | ![]() Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 7.0 - 7.7 Uses stats: 74% Wil, 0% Mag, 44% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +31 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 60% * splashes acid on your target dealing 48 damage and reducing their armor When wielded/worn: Damage (Melee): 6 mind / 6 darkness Changes resistances: +6% lightning Changes damage: +5% mind / +4% darkness / +9% nature Physical save: +9 (+0 eff.) Spell save: +15 (+0 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +3% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +6 (+2 eff.) Armour: +4 Defense: +8 (+2 eff.) Changes resistances: +12% lightning / +9% fire / +12% blight / +6% cold Spell save: +8 (+0 eff.) Only die when reaching: -60.00 life Size category: +1 Slows Projectiles: +20% A belt that goes around your waist. |
In off hand | ![]() Requires: - Willpower 12 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 1 Base power: 7.0 - 7.7 Uses stats: 74% Wil, 0% Mag, 44% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +19 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * splashes acid on your target dealing 52 damage and reducing their armor Damage (radius 1) on hit: +0 20% chance of physical repulsion Damage conversion: 30% poison When wielded/worn: Changes resistances: +10% nature Changes damage: +10% nature Poison immunity: +50% Mindpower: +6 (+2 eff.) Mental crit. chance: +2% It can be used to activate talent Spit Poison (costing 3 power out of 8/8) : Effective talent level: 2.6 Power cost: 3 out of 8/8. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Spit poison at your target, doing 245.71 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Cloak | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +20 (+5 eff.) Changes stats: +4 Dex / +4 Wil / +4 Cun Changes resistances: +15% nature / +15% cold Changes resistances penetration: +20% nature Changes damage: +20% nature Talent masteries: +0.20 Cunning / Stealth +0.50 Cunning / Poisons Poison immunity: +50% Talent on hit(mindpower): Poison Strike (10% chance level 1). Cunning and malice seem to emanate from this cloak. |
Main armor | ![]() Requires: - Heavy armour training - Strength 28 Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +29 Armour Hardiness: +0% Defense: +10 (+3 eff.) Fatigue: +13% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 4 blight / 40 physical Changes stats: +8 Cun / +5 Wil Changes resistances: +7% mind / +6% nature Mental save: +50 (+12 eff.) A suit of armour made of mail. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 153% efficiency and cooldown mod of 93%. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() healing infusion (heal 64; cd 14) 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: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 then cleanse 1 wound, poison, and disease effect. 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. |
![]() acid wave rune of the titan (damage 129; dur 4; cd 15) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 128.92 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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 spell talent. |
![]() schematic: Antimagic Shell Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() schematic: Fiery Salve Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() copper ring 'Bethubrenn' Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +4 Con / +1 Mag Changes resistances: +3% blight Critical mult.: +20.00% Physical save: +8 (+0 eff.) Spell save: +18 (+0 eff.) Mana when firing critical spell: +1.00 Rings can have magical properties. |
![]() Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes resistances: +28% darkness Changes damage: +14% darkness Physical save: +8 (+0 eff.) Spell save: +8 (+0 eff.) Mental save: +7 (+2 eff.) Rings can have magical properties. |
![]() Drake's Bane (45-67.5 power, 21 apr) Requires: - Magic 16 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 45.0 - 67.5 Uses stat: 120% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +21 Crit. chance: +2.0% Attack speed: 100% Damage against: +25% Dragon When wielded/worn: Changes stats: +6 Str Reduced damage from: +25% Dragon Physical save: +9 (+0 eff.) Stun/Freeze immunity: +20% Knockback immunity: +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() Dimvile (17.5-22.75 power, 5 apr) Requires: - Dexterity 11 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 17.5 - 22.8 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Damage (Melee): +8 acid / +16 darkness When wielded/worn: Changes resistances: +9% acid / +9% darkness Changes resistances penetration: +15% darkness Sharp, short and deadly. |
![]() Requires: - Dexterity 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 18.0 - 23.4 Uses stats: 45% Dex, 45% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Accuracy: +8 (+1 eff.) Defense: +10 (+3 eff.) Changes stats: +5 Cun / +8 Con Grants telepathy: Demon/Minor Demon/Major Disarm immunity: +30% See invisible: +6 Sharp, short and deadly. |
![]() Requires: - Willpower 28 - Magic 20 Infused by nature Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 4 Base power: 17.0 - 18.7 Uses stats: 40% Wil, 30% Mag Damage type: Darkness Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +27 Crit. chance: +5.0% Attack speed: 100% On weapon hit: * 15% chance to cast Tendrils Eruption level 3 on your target When wielded/worn: Changes stats: +6 Mag / +6 Wil Changes damage: +10% blight / +10% mind / +10% darkness Spellpower: +12 (+4 eff.) Spell crit. chance: +12% Mindpower: +12 (+4 eff.) Mental crit. chance: +12% This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() Sootnoon the thorny mindstar (7.5-8.25 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 3 Base power: 7.5 - 8.3 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 20% chance to reduce damage dealt by 26% When wielded/worn: Changes resistances: +3% darkness / +6% cold Changes resistances penetration: +4% acid / +4% fire / +4% physical / +5% cold Changes damage: +8% acid / +7% physical / +9% darkness / +8% fire / +8% cold Physical save: +5 (+0 eff.) Spell save: +4 (+0 eff.) Mental save: +5 (+1 eff.) Equilibrium when hit: +1.00 Mindpower: +13 (+5 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +17 Max wilder summons: +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. |
![]() Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.5 - 6.1 Uses stats: 50% Wil, 0% Mag, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.3% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +3.0% Attack speed: 100% On weapon hit: * 20% chance to slow global speed by 60% Damage (radius 1) on hit: +0 20% chance of physical repulsion When wielded/worn: Physical power: +4 (+1 eff.) Armour: +4 Changes stats: +4 Dex / +5 Con Changes resistances penetration: +5% physical Life regen: +0.90 Stamina each turn: +3.00 Maximum life: +17.00 Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
![]() ash starstaff 'Elenukan' (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour penetration: +5 Physical crit. chance: +1.0% Defense: +7 (+2 eff.) Changes stats: +3 Wil Changes damage: +15% darkness / +12% physical Talent granted: +1 Command Staff Critical mult.: +10.00% Spellpower: +6 (+2 eff.) Spell crit. chance: +2% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 2 cooldown : Effective talent level: 1.3 Power cost: 2 out of 6/6. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 66.97 light damage. Staves designed for wielders of magic, by the greats of the art. |
![]() blazebringer's stralite steamsaw of fire resistance (+18%) (32.5-48.75 power, 19 apr) Requires: - Magic 35 - Talent Steam Pool Infused by nature Crafted by a master Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 4 Base power: 32.5 - 48.8 Uses stat: 100% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +19 Crit. chance: +4.0% Attack speed: 100% Block value: +68 Damage (radius 2) on crit: +5 fire Attacks use: 1.0 Steam When wielded/worn: Armour: +5 Defense: +8 (+2 eff.) Fatigue: +10% Changes resistances: +18% fire Changes resistances penetration: +9% fire Talent granted: +2 Block Global speed: +8% Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() windwalling dwarven-steel steamsaw (19-28.5 power, 14 apr) Requires: - Magic 24 - Talent Steam Pool Infused by psionic forces Powered by steamtech 3.00 Encumbrance. Type: weapon / steamsaw ; tier 3 Base power: 19.0 - 28.5 Uses stat: 100% Mag Damage type: Physical bleed Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +3.0% Attack speed: 100% Block value: +46 Attacks use: 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +12% physical Talent granted: +2 Block Slows Projectiles: +15% Bonus block near projectiles: +10 Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() Mayibreba the Deepspain (18.5-25.9 power, 2 apr) Requires: - Magic 11 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 1 Base power: 18.5 - 25.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.3% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +8 darkness When wielded/worn: Changes resistances: +3% nature / +12% darkness Changes resistances penetration: +20% nature Changes damage: +15% darkness Light radius: +2 One-handed war axes. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Armour penetration: +8 Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 60% Changes stats: +4 Cun / +3 Dex Changes resistances: +9% light Changes resistances penetration: +15% nature / +20% mind Changes damage: +6% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +0 Defense: +15 (+4 eff.) Fatigue: +0% Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 21 Damage when hit (Melee): 0 physical Changes stats: +6 Con Changes resistances: +16% lightning Changes damage: +11% lightning / +12% nature / +21% blight Poison immunity: +53% Disease immunity: +42% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 2 mind Changes stats: +3 Str / +2 Con Changes resistances: +12% mind / +6% lightning Changes resistances penetration: +5% fire It can be used to activate talent Rush, placing all other charms into a 8 cooldown : Effective talent level: 2.6 Power cost: 8 out of 25/25. Range: 7 Travel Speed: instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
![]() wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +4 Cun / +2 Con Physical save: +10 (+0 eff.) Mental save: +12 (+3 eff.) Stamina each turn: +0.60 Maximum stamina: +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +2 Con Changes damage: +9% mind Grants telepathy: Dragon Demon/Major Demon/Minor Physical save: +14 (+1 eff.) Spell save: +4 (+0 eff.) Mental save: +3 (+1 eff.) Disarm immunity: +24% When used to modify unarmed attacks: Base power: 11.5 - 16.1 Uses stats: 40% Mag, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.0% Attack speed: 83% When this weapon hits: Juggernaut (10% chance level 1). Damage (Melee): +6 physical Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 10 cooldown : Effective talent level: 2.6 Power cost: 10 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 25% and provides a 13% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() scouring iron gauntlets of dexterity (+3) (0 def, 1 armour) Requires: - Heavy armour training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+2 eff.) Armour: +1 Fatigue: +1% Effects when hit in melee: * 16 arcane resource burn Changes stats: +3 Dex Spell save: +11 (+0 eff.) When used to modify unarmed attacks: Base power: 10.5 - 14.7 Uses stats: 40% Dex, 40% Mag, 40% Cun Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Accuracy: +6 Armour Penetration: +3 Crit. chance: +7.0% Attack speed: 83% On weapon hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Damage when hit (Melee): 6 fire Changes stats: +4 Str / +1 Dex / +6 Con Changes resistances: +13% light / +13% darkness Physical save: +22 (+1 eff.) Mental save: +8 (+2 eff.) See invisible: +3 It can be used to activate talent Battle Cry, placing all other charms into a 9 cooldown : Effective talent level: 2.6 Power cost: 9 out of 28/28. Range: melee/personal Travel Speed: instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A hat made of leather. Very stylish. |
![]() dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +6% Physical save: +7 (+0 eff.) A suit of armour made of mail. |
![]() impenetrable dwarven-steel mail armour (3 def, 14 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +14 Defense: +3 (+1 eff.) Fatigue: +12% A suit of armour made of mail. |
![]() rejuvenating cured leather armour of temporal resistance (6 def, 4 armour) Requires: - Strength 14 Powered by arcane forces Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +6 (+2 eff.) Fatigue: +7% Changes resistances: +18% temporal Life regen: +2.80 Stamina each turn: +0.70 A suit of armour made of leather. |
![]() 0.00 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. |
![]() Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Fatigue: -6% Changes stats: +5 Str Changes resistances: +12% blight / +6% fire / +6% lightning Changes resistances penetration: +20% fire Changes damage: +12% lightning When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() iron pickaxe 'Ravenream' (dig speed 28 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Physical crit. chance: +7.0% Effects on melee hit: * 20% chance to reduce damage dealt by 26% Changes stats: +4 Str / +4 Wil Changes resistances: +15% darkness Changes damage: +12% darkness Grants telepathy: Demon/Major Humanoid/Orc Demon/Minor Mental crit. chance: +7% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Light radius: +3 It can be used to activate talent Fearscape Shift (costing 8 power out of 25/25) : Effective talent level: 2.6 Power cost: 8 out of 25/25. Range: 6 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.74 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.74 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite 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.(137 power, based on Willpower) Activation costs 4 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 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 65 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. |
![]() Powered 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +30% Returns 3 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 3 Attach on item worn on slot 'head' When attach to an other item: Accuracy: +9 (+1 eff.) Light radius: +5 Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Changes stats: +9 Dex / +3 Mag / +3 Cun Changes resistances: +12% acid See invisible: +6 It can be used to project a gust of wind in a cone knocking enemies back 8 spaces and dealing 198 damage Activation puts all charms on cooldown for 5 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 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. |
Achievements
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 04:58 see stats
By Dervic the Cornac Possessor level 9
4th Dusk 122nd year of Ascendancy at 18:23 see stats
By Dervic the Cornac Possessor level 23
34th Haze 122nd year of Ascendancy at 02:24 see stats
By Dervic the Cornac Possessor level 22
26th Haze 122nd year of Ascendancy at 07:42 see stats
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 05:11 see stats
By Dervic the Cornac Possessor level 10
10th Dusk 122nd year of Ascendancy at 02:39 see stats
By Dervic the Cornac Possessor level 20
79th Dusk 122nd year of Ascendancy at 04:33 see stats
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 04:58 see stats
By Dervic the Cornac Possessor level 18
55th Dusk 122nd year of Ascendancy at 20:53 see stats
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 04:58 see stats
By Dervic the Cornac Possessor level 6
79th Pyre 122nd year of Ascendancy at 18:32 see stats
By Dervic the Cornac Possessor level 7
79th Pyre 122nd year of Ascendancy at 18:58 see stats
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 04:58 see stats
By Dervic the Cornac Possessor level 12
17th Dusk 122nd year of Ascendancy at 03:56 see stats
By Dervic the Cornac Possessor level 27
43rd Haze 122nd year of Ascendancy at 05:15 see stats
By Dervic the Cornac Possessor level 16
36th Dusk 122nd year of Ascendancy at 04:14 see stats
Log
Dervic mentally dismisses some damage!
Dervic hits Zubeyathra the warg for 85 nature, 6 darkness, 6 mind, 90 acid, 7 nature, 104 nature, 6 darkness, 6 mind, 54 acid (364 total damage).
Melee retaliation hits Dervic for (8 dismissed), 1 to psi, 3 arcane, (8 dismissed), 1 to psi, 3 arcane (7 total damage).
Today is the 49th Haze of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Temporal hound's morale has been lowered.
Dervic converts some damage to Psi!
Zubeyathra the warg hits Dervic for 20 to psi, 93 physical (112 total damage).
Melee retaliation hits Zubeyathra the warg for 43 physical, 4 blight, 9 mind (57 total damage).
You collect a new ingredient: warg claw (1).
Dervic performs a melee critical strike against Zubeyathra the warg!
Dervic hits Zubeyathra the warg for 89 nature damage.
Dervic killed Zubeyathra the warg!
Dervic picks up (c.): schematic: Antimagic Shell.
Dervic picks up (c.): acid wave rune of the titan (damage 129; dur 4; cd 15).
Dervic picks up (e.): schematic: Fiery Salve.
Dervic picks up (k.): Sootnoon the thorny mindstar (7.5-8.25 power, 24 apr, nature damage).
Dervic picks up (n.): blazebringer's stralite steamsaw of fire resistance (+18%) (32.5-48.75 power, 19 apr).
Dervic picks up (o.): windwalling dwarven-steel steamsaw (19-28.5 power, 14 apr).
Dervic picks up (v.): impenetrable dwarven-steel mail armour (3 def, 14 armour).
Dervic picks up (t.): wanderer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour).
Dervic picks up (v.): scouring iron gauntlets of dexterity (+3) (0 def, 1 armour).
Dervic picks up (x.): dwarven-steel mail armour of implacability (3 def, 13 armour).
Dervic picks up (h.): Drake's Bane (45-67.5 power, 21 apr).
Lore found: Drake's Bane
You can read all your collected lore in the game menu, by pressing Escape.
Snow giant boulder thrower uses Throw Boulder.
Snow giant boulder thrower hurls a huge boulder at Dervic!
Saving game...