








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Ashes of Urh'Rok 1.7.0Official 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 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.0Official 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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 | Yeek |
| Class | Necromancer |
| Level / Exp | 28 / 45% |
| Size | small |
| Lifes / Deaths | Killed by Yvethra the headless horror at level 28 on the 61st Dusk 122nd year of Ascendancy at 19:53 / 1 |
Primary Stats
| Strength | 27 (base 10) |
| Dexterity | 10 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 68 (base 57) |
| Willpower | 33 (base 16) |
| Cunning | 55 (base 44) |
Resources
| Life | -845/317 |
| Mana | 5/404 |
| Soul | 10/12 |
| Healing Factor | 1.1970588855781 |
| Regeneration | 2.6933824925507 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 16 |
| Infravision | 7 |
| See Stealth | 54.333229407893 |
| See Invisible | 54.333229407893 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 38 |
| Accuracy | 30 |
| Crit Chance | 34% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 66 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +3% |
| Nature | +6% |
| Mind | +6% |
| Arcane | +6% |
| Cold | +20% |
| All | 0% |
Offense: Damage Penetration
| Fire | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 26 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 18 |
| Physical Save | 29 |
| Spell Save | 27 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 27%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 19%( 70%) |
| All | + 6%( 70%) |
| Lightning | + 22%( 70%) |
| Temporal | + 30%( 70%) |
| Physical | + 30%( 70%) |
| Fire | + 15%( 70%) |
| Darkness | + 27%( 70%) |
Defense: Immunities
| Silence Resistance | 83% |
| Confusion Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 28% |
| Poison Resistance | 0% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 246 damage for 3 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 44 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master necromancer | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Old Forest. Escort: lost tinker (level 3 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You have been tasked to remove at leastg one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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 |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ritch stinger. * 'Needed: one skeleton mage skull. If the eyes are still glowing, please bash it around a bit until they fade. I'll not have another one of those coming alive and wreaking havoc in my lab.' * You've found the needed sandworm tooth. | 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 |
Equipment
| On feet | Saluta (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical power: +5 (+1 eff.) Armour: +3 Changes stats: +1 Str Life regen: +2.00 Only die when reaching: -80.00 life Maximum stamina: +30.00 Healing mod.: +11% A pair of boots made of leather. |
| Light source | Cinderjam the brass lanternCrafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes resistances: +5% arcane / +3% fire Changes resistances penetration: +5% fire Reduces incoming crit damage: 5.00% Mental save: +3 (+1 eff.) Maximum life: +100.00 Light radius: +5 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 | Betesevena (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Physical power: +3 (+1 eff.) Armour: +3 Fatigue: +5% Changes stats: +3 Str / +1 Mag / +1 Wil / +3 Con Changes damage: +6% arcane / +6% mind Spellpower: +25 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | elm wand of shielding [power 110] (11/20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Arthistir the HellswildInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +20 (+10 eff.) Physical crit. chance: +6.0% Changes stats: +5 Wil Changes resistances: +3% physical Changes resistances penetration: +10% fire Physical save: +6 (+3 eff.) Mental save: +10 (+4 eff.) Only die when reaching: -80.00 life Rings make your fingers look great! |
| On fingers | copper ring 'Cobrawitch'Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to slow global speed by 48% Damage when hit (Melee): 4 nature Changes resistances penetration: +5% nature Changes damage: +3% light Mental save: +6 (+2 eff.) Confusion immunity: +22% Light radius: +3 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Dawnscar'Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +10 (+5 eff.) Changes resistances: +10% lightning / +22% temporal / +9% darkness / +6% blight Only die when reaching: -80.00 life Light radius: +3 A belt that goes around your waist. |
| In main hand | Elywyn (20-24 power, 4 apr, cold element)Requires: - Magic 24 Infused by nature Crafted by a master 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+8 eff.) Physical crit. chance: +11.0% Physical power: +14 (+4 eff.) Defense: +8 (+4 eff.) Changes damage: +20% cold Talent granted: +1 Command Staff Physical save: +3 (+1 eff.) Blindness immunity: +20% Disease immunity: +20% Silence immunity: +20% Spellpower: +23 (+6 eff.) Spell crit. chance: +8% Light radius: +3 It can be used to activate talent Illuminate, placing all other charms into a 6 cooldown : Effective talent level: 1.0 Power cost: 6 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 and deals 95.05 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Xanibreseth (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Physical power: +11 (+3 eff.) Armour: +2 Fatigue: +3% Changes stats: +7 Str / +3 Wil / +3 Con Changes resistances: +5% arcane / +2% physical Talent mastery: +0.20 Technique / Grappling Physical save: +6 (+3 eff.) Silence immunity: +20% Disarm immunity: +28% Mana each turn: +0.14 Only die when reaching: -40.00 life Spellpower: +6 (+2 eff.) Spell crit. chance: +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | radiant hardened leather armour of the deep (9 def, 8 armour)Requires: - Strength 16 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +8 Defense: +9 (+5 eff.) Fatigue: +8% Changes stats: +2 Wil Changes resistances: +7% acid / +7% cold / +13% darkness / +16% blight Allows you to breathe in: water Light radius: +2 A suit of armour made of leather. |
| Cloak | Oozelady the cashmere cloak (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 48% Damage when hit (Melee): 4 temporal Changes stats: +3 Str / +2 Dex / +2 Cun / +3 Con Changes resistances: +7% acid / +3% temporal / +7% fire / +7% cold / +7% lightning Changes damage: +6% nature Physical save: +7 (+3 eff.) Maximum life: +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Daneth's NeckguardCrafted by a master 2.00 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Armour: +10 Fatigue: +2% Changes stats: +6 Str / +6 Con Changes resistances: +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
healing infusion of the psychic (heal 147; cd 14)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 147 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 456%; cd 10)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: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 456% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 499%; cd 8)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 499% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of UndeathPowered by arcane forces 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune of the wizard (range 6; phase 20; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. 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 spell talent. |
Turedur the steel amuletInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +5 (+3 eff.) Defense: +7 (+4 eff.) Effects on melee hit: * 10% chance to reduce all saves and defense by 22 Changes stats: +8 Lck / +1 Wil Changes resistances: +6% mind / +10% temporal Mental save: +5 (+2 eff.) Confusion immunity: +14% Pinning immunity: +22% Knockback immunity: +24% Mindpower: +11 (+6 eff.) Mental crit. chance: +3% Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
copper ring 'Xada'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +5 (+3 eff.) Changes resistances: +9% blight / +3% nature Cut immunity: +20% Disarm immunity: +23% Pinning immunity: +30% Knockback immunity: +25% Maximum life: +21.00 Healing mod.: +10% Rings make your fingers look great! |
copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Disarm immunity: +22% Pinning immunity: +20% Knockback immunity: +23% Maximum life: +21.00 Rings make your fingers look great! |
titan's copper ring of the mind (+10%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +10% mind Changes damage: +10% mind Physical save: +4 (+2 eff.) Rings make your fingers look great! |
Shantiz the Stormblade (15-20 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: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
Bloomsoul (8-9 power, 13 apr, nature damage)Requires: - Willpower 18 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 2 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +13 Crit. chance: +7.0% Attack speed: 100% When wielded/worn: Talent mastery: +0.30 Wild-gift / Fungus Life regen: +2.00 Mindpower: +8 (+4 eff.) Mental crit. chance: +4% Healing mod.: +20% Activating this item is instant. It can be used to activate talent Bloom Heal (costing 40 power out of 40/40) : Effective talent level: 1.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Call upon the power of nature to regenerate your body for 24 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
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: 50% Wil, 30% Cun Damage type: Lightning Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 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 (+6 eff.) Mental crit. chance: +6% Electrical energies are focussed in the core of this mindstar. |
Aerasarim the Hellssweep (15-18 power, 3 apr, acid element)Requires: - Magic 16 Powered by arcane forces 5.00 Encumbrance. [Random Unique] 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: +2.0% proc dam (max 200%) Armour Penetration: +3 Crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes resistances penetration: +10% arcane / +15% fire Changes damage: +15% acid / +15% darkness / +15% blight / +15% fire / +3% arcane Talent granted: +1 Command Staff Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +10 (+3 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
GubremaCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Damage when hit (Melee): 2 arcane Changes damage: +6% blight Critical mult.: +8.00% Mana when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +30 (+8 eff.) A belt that goes around your waist. |
Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt 'Guta'Infused by psionic forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 48% Changes stats: +4 Str / +1 Con Changes resistances: +3% acid / +3% nature / +3% lightning Physical save: +6 (+3 eff.) Mindpower: +3 (+2 eff.) A belt that goes around your waist. |
Islodarin the Willowmaster (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Changes stats: +1 Wil Changes resistances: +9% nature Changes damage: +9% mind Hate when firing a critical mind attack: +1.00 Maximum life: +35.00 Maximum psi: +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searblur the linen cloak (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+1 eff.) Effects on melee hit: * 10% chance to reduce armor by 40% Changes resistances: +18% fire Changes resistances penetration: +5% temporal Changes damage: +3% fire Maximum life: +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) Damage when hit (Melee): 10 cold Changes resistances: +7% all / +15% cold Changes resistances penetration: +8% cold Changes damage: +10% cold Talent masteries: +0.30 Spell / Glacial waste +0.30 Spell / Rime wraith +0.30 Spell / Water +0.30 Spell / Frost alchemy +0.30 Spell / Grave +0.30 Spell / Ice Spellpower: +5 (+1 eff.) Movement speed: +15% Talent on hit(spell): Water Jet (5% chance level 1). This deep blue robe flows and ripples as if pushed by an invisible tide. |
Vestments of the Conclave (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +6 Mag Changes resistances: +9% all Changes damage: +15% arcane Spellpower: +15 (+4 eff.) Spell crit. chance: +15% An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Blindwrither (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 8 acid Changes stats: +3 Str / +3 Con Changes resistances: +6% darkness Changes resistances penetration: +15% darkness / +5% acid Changes damage: +3% nature It can be used to activate talent Rush, placing all other charms into a 25 cooldown : Effective talent level: 2.0 Power cost: 25 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. |
Ivuvena the pair of rough leather boots (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +2 Changes stats: +4 Cun Critical mult.: +10.00% Equilibrium when hit: +0.04 Infravision radius: +1 A pair of boots made of leather. |
Vorabreda the pair of iron boots (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 Fatigue: +2% Changes stats: +2 Dex / +2 Cun / +4 Con Changes resistances: +6% lightning / +3% cold Changes resistances penetration: +20% physical Only die when reaching: -60.00 life It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 3.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 124% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Huntir' (0 def, 8 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +1 Physical crit. chance: +2.0% Armour: +8 Fatigue: +2% Changes stats: +2 Dex Stamina each turn: +1.00 Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4 Cun / +4 Wil Changes resistances: +10% nature Changes damage: +5% nature Talent mastery: +0.20 Wild-gift / Slime Poison immunity: +20% Mindpower: +2 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Offalmonster' (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to slow global speed by 48% Damage (Melee): 5 arcane / 7 mind / 6 darkness Changes stats: +5 Mag / +4 Wil Changes resistances: +5% mind / +4% arcane / +7% darkness Changes damage: +3% blight / +5% mind / +4% arcane / +3% darkness Spellpower: +4 (+1 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's iron gauntlets of magic (+3) (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 mind Changes stats: +3 Mag Changes resistances: +6% mind Changes damage: +4% mind / +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves 'Rimewrecker' (0 def, 1 armour)Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+3 eff.) Armour: +1 Changes stats: +2 Cun Changes resistances: +9% light Changes damage: +6% cold Physical save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Disarm immunity: +20% Infravision radius: +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
umbral rough leather gloves (0 def, 1 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage (Melee): 6 darkness Changes resistances: +6% darkness Changes damage: +4% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adolebeth the rough leather cap (0 def, 9 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +20 (+10 eff.) Armour: +9 Fatigue: +1% Damage when hit (Melee): 2 physical Physical save: +9 (+4 eff.) Stamina each turn: +2.00 Infravision radius: +1 A cap made of leather. |
Manavon the Blindlord (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +10 (+5 eff.) Defense: +1 (+1 eff.) Changes resistances: +6% darkness / +16% nature / +3% mind Changes resistances penetration: +10% darkness Changes damage: +11% nature Only die when reaching: -40.00 life A pointy cloth hat, very wizardly... |
insulating iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +5% fire / +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's rough leather cap of strength (+2) (0 def, 2 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 Fatigue: +1% Changes stats: +2 Str Infravision radius: +2 A cap made of leather. |
Mayygawen the Glarehash (2 def, 9 armour)Requires: - Heavy armour training - Strength 20 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 2 When wielded/worn: Armour: +9 Defense: +2 (+1 eff.) Fatigue: +12% Damage when hit (Melee): 8 light Changes resistances: +18% acid / +4% physical / +6% darkness / +3% blight / +8% cold / +9% nature Allows you to breathe in: water A suit of armour made of mail. |
8 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
166 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+3 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Lorayablek (dig speed 37 turns)Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +3 Changes stats: +3 Str / +2 Dex / +2 Mag Changes resistances penetration: +5% physical Changes damage: +9% acid Maximum mana: +20.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Anydohell the brass lanternInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Changes stats: +3 Str Changes resistances: +1% physical Changes resistances penetration: +10% temporal Physical save: +6 (+3 eff.) Stamina each turn: +1.00 Maximum life: +44.00 Light radius: +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 Light radius: +5 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. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (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 Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level.Zubygata the Brandtyphoon [power 175] (11/15 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 fire Changes resistances: +9% temporal Changes resistances penetration: +25% temporal / +25% fire Changes damage: +15% fire It can be used to blast the opponent's mind dealing 186 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 28% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of conjuration [power 100] (11/15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 120 cold damage Activation puts all charms on cooldown for 15 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By YEEk > lich the Yeek Necromancer level 23
53rd Dusk 122nd year of Ascendancy at 01:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By YEEk > lich the Yeek Necromancer level 10
5th Dusk 122nd year of Ascendancy at 03:22 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By YEEk > lich the Yeek Necromancer level 20
35th Dusk 122nd year of Ascendancy at 17:42 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By YEEk > lich the Yeek Necromancer level 23
52nd Dusk 122nd year of Ascendancy at 09:19 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By YEEk > lich the Yeek Necromancer level 1
74th Pyre 122nd year of Ascendancy at 19:56 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By YEEk > lich the Yeek Necromancer level 9
4th Dusk 122nd year of Ascendancy at 05:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By YEEk > lich the Yeek Necromancer level 15
17th Dusk 122nd year of Ascendancy at 23:02 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By YEEk > lich the Yeek Necromancer level 23
53rd Dusk 122nd year of Ascendancy at 01:41 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By YEEk > lich the Yeek Necromancer level 17
27th Dusk 122nd year of Ascendancy at 18:13 see stats
Log
Static Shield from Yvethra the headless horror performs a melee critical strike against Yeek mindslayer!
Yeek mindslayer performs a melee critical strike against Gykira the netherworm mass!
Gykira the netherworm mass has temporarily forgotten Telekinetic Leap for 3 turns!
Static Shield from Yvethra the headless horror hits Yeek mindslayer for (53 to psi shield), 121 acid, 77 lightning (198 total damage).
Yvethra the headless horror's Caustic Dispersal hits Mirror Image for 199 acid damage.
Yvethra the headless horror's Caustic Dispersal hits Yeek mindslayer for (53 to psi shield), (53 to psi shield), (121 to bones), 0 acid, (263 to bones), 0 acid (0 total damage).
Yvethra the headless horror's Caustic Dispersal hits Armoured skeleton warrior for (135 to bones), 0 acid, (205 to bones), 0 acid (0 total damage).
Yvethra the headless horror's Caustic Dispersal hits Yeek mindslayer for (53 to psi shield), 416 acid (416 total damage).
Yeek mindslayer hits Gykira the netherworm mass for 2 blight, (8 to psi shield), 12 physical, 1 blight, (5 to psi shield), 7 physical, 1 blight, 11 lightning, 1 blight, (5 to psi shield), 8 physical, 1 blight, (5 to psi shield), 7 physical, 1 blight, 11 lightning (65 total damage).
Yeek mindslayer hits Yvethra the headless horror for 0 blight, 4 darkness (4 total damage).
Yvethra the headless horror's Caustic Dispersal killed Yeek mindslayer!
YEEk > lich uses Dominant Will.
The shield around YEEk > lich crumbles.
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Yvethra the headless horror receives 80 healing from Medic turret.
Medic turret receives 77 healing.
Yvethra the headless horror uses Fumigate.
Something leeches life from Yeek mindslayer!
Gykira the netherworm mass's Beyond the Flesh hits Yeek mindslayer for (39 to psi shield), 59 physical, (15 to psi shield), 23 physical (82 total damage).
Yeek mindslayer hits Something for 64 healing, 25 healing (0 total damage) [89 healing].
Decrepitude Disease from Yeek mindslayer hits Yvethra the headless horror for 21 blight damage.
YEEk > lich deactivates Hiemal Shield.
YEEk > lich reacts immediately after taking severe wounds!
Yvethra the headless horror's Fumigate hits Armoured skeleton warrior for 95 acid damage.
Yvethra the headless horror's Fumigate hits YEEk > lich for (77 to minion: armoured skeleton warrior), 402 acid (402 total damage).
Yvethra the headless horror's Fumigate hits Lord of Skulls (mage) for (384 to bones) damage.
Yvethra the headless horror's Fumigate hits YEEk > lich for (49 absorbed), (128 to minion: Lord of Skulls (mage)), 669 acid (669 total damage).
YEEk > lich the level 28 yeek necromancer was melted to death by Yvethra the headless horror on level 3 of Lake of Nur.
















































































































