Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.6 |
Addons | Furrae Race 1.2.0Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Experience Controller 1.4.3
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ashes of Urh'Rok 1.4.0Official 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 1.3.0Donators/Buyers bonus! Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando ZOmnibus Addon Pack 1.4.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.4.4Official 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:
Blazblue icons! 1.2.4Well, I was messing around with the wonderful new custom tile feature, and discovered the Blazblue Chronophantasma chibis look pretty dang good when resized down to 64x64. Thus, I decided to resize all the chibis I could find(31 in total) and release them as an addon! Requires donator status to actually use the custom tiles, I think. Other then that, let me know what you think! Some of the icons resized weird(Nu, Imperator, etc), but some turned out really amazing(Ragna!). C: More Taints 1.3.0Power comes at a price, but the price is worth paying... This addon adds more Taints to the game. Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply. Taintmarks are listed on your character sheet under stats. Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop. List of Taints: |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Shalore |
Class | Arcane Blade |
Level / Exp | 23 / 16% |
Size | medium |
Lifes / Deaths | Killed by skeleton magus at level 23 on the 15th Haze 122nd year of Ascendancy at 14:33 / 1 |
Primary Stats
Strength | 51 (base 48) |
Dexterity | 49 (base 48) |
Constitution | 58 (base 48) |
Magic | 68 (base 48) |
Willpower | 55 (base 48) |
Cunning | 49 (base 48) |
Resources
Life | -25/721 |
Mana | 322/322 |
Stamina | 192/208 |
Psi | 145/145 |
Healing Factor | 1.05 |
Regeneration | 9.6034600850831 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +33.190595394395% |
Spell | 0% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 9 |
Offense: Mainhand
Damage | 55 |
Accuracy | 62 |
Crit Chance | 57% |
APR | 7 |
Speed | 1.11 |
Offense: Spell
Spellpower | 59 |
Crit Chance | 49% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 23% |
Speed | 1 |
Defense: Base
Armour (hardiness) | 60.2126425539 (89.859154929577%) |
Defense | 24 |
Ranged Defense | 36 |
Fatigue | 12 |
Physical Save | 39 |
Spell Save | 57 |
Mental Save | 37 |
Defense: Resistances
All | + 13%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Poison Resistance | 15% |
Instadeath Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 13 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Technique / Combat techniques | 1.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Superiority | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Spell / Fire | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Enhancement | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Shield offense | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.20 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Dual techniques | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Celestial / Light | 0.80 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Aegis | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 0.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Precise Strikes |
talent | Feather Wind |
talent | Shock Hands |
talent | Fiery Hands |
talent | Shielding |
talent | Arcane Feed |
detrimental effect | The target is on fire, taking 37.63 fire damage per turn. Burning |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Slowed by 50% and taking 81 crushing damage per turn. Imploding (slow) |
beneficial effect | The target is recovering 33 life each turn. Recovery |
beneficial effect | The target's spellpower has been increased by 3. Spellsurge |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
You failed to protect the injured seer from death by black bear. Escort: injured seer (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by great wolf. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Scintillating Caves. Escort: temporal explorer (level 3 of Scintillating Caves)As a reward you improved Magic by +2. | 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 Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 32. | 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 |
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 | Beryrim (0 def, 3 armour) Beryrim (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +3 Str / +10 Mag / +2 Con Changes resistances: +2% physical Changes damage: +7% acid / +7% blight Spell save: +4 (+2 eff.) Poison immunity: +15% Disease immunity: +34% Spellpower: +5 (+2 eff.) Lowers spell cool-downs by: 10% Defense after a teleport: +15 Resist all after a teleport: +10% New effects duration reduction after a teleport: +25% It can be used to activate talent Rush, placing all other charms into a 15 cooldown : Effective talent level: 3.3 Power cost: 15 out of 25/25. Range: 8 Travel Speed: instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
Light source | bright brass lantern of health 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: +4 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 | cashmere wizard hat 'Scaldweeper' (2 def, 0 armour) cashmere wizard hat 'Scaldweeper' (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +2 Defense: +2 (+1 eff.) Changes resistances: +1% physical / +12% fire Mana each turn: +0.19 Spellpower: +4 (+1 eff.) Spell crit. chance: +3% Healing mod.: +5% A pointy cloth hat, very wizardly... |
Tool | Koronarigar the dwarven-steel torque of psychoportation [power 40] (22 cooldown) Koronarigar the dwarven-steel torque of psychoportation [power 40] (22 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to disease Changes stats: +1 Mag Maximum wards: +2 physical / +3 mind / +3 darkness Changes resistances penetration: +10% blight / +5% arcane Changes damage: +6% arcane Talent cooldown: Silence (+5 turn) Talents granted: +1 Ward +3 Silence Mana each turn: +0.08 It can be used to teleport randomly (rad 40), putting all charms on cooldown for 22 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | titan's gold ring titan's gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
On fingers | psionicist's copper ring of arcana(+0.10/turn) psionicist's copper ring of arcana(+0.10/turn)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+2 eff.) Silence immunity: +22% Mana each turn: +0.10 Rings can have magical properties. |
Around waist | Lisosenor LisosenorPowered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +2 Wil / +5 Con Changes resistances: +6% light / +7% darkness Changes damage: +3% mind Reduces incoming crit damage: 10.00% Mental save: +7 (+3 eff.) Maximum life: +46.00 Infravision radius: +1 A belt that goes around your waist. |
In main hand | potent elven-wood vilestaff of fate (30-36 power, 5 apr, fire element) potent elven-wood vilestaff of fate (30-36 power, 5 apr, fire element)Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 30.0 - 36.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes damage: +30% fire Talent granted: +1 Command Staff Physical save: +9 (+3 eff.) Spell save: +8 (+3 eff.) Mental save: +8 (+4 eff.) Spellpower: +15 (+4 eff.) Spell crit. chance: +8% Staves designed for wielders of magic, by the greats of the art. |
On hands | polar voratun gauntlets of strength (+2) (0 def, 3 armour) polar voratun gauntlets of strength (+2) (0 def, 3 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Armour: +3 Damage (Melee): 8 cold Changes stats: +2 Str Changes resistances: +6% cold Changes damage: +6% cold Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | impenetrable stralite plate armour of cold resistance (7 def, 20 armour) impenetrable stralite plate armour of cold resistance (7 def, 20 armour)Requires: - Strength 48 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 4 When wielded/worn: Armour: +20 Defense: +7 (+3 eff.) Fatigue: +26% Changes resistances: +19% cold A suit of armour made of metal plates. |
Cloak | enveloping linen cloak (6 def, 0 armour) enveloping linen cloak (6 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) Physical save: +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet of manastreaming gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +3 Mag Mana each turn: +0.24 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +25.00 Amulets can have magical properties. |
Inventory
This item will automatically be transmogrified when you leave the level. regeneration infusion of the sneak (heal 408 over 5 turns)regeneration infusion of the sneak (heal 408 over 5 turns) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 408 life over 5 turns. Its effects scale with your Cunning 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 ability. |
This item will automatically be transmogrified when you leave the level. manasurge rune (864% regen over 10 turns; 43 instant mana)manasurge rune (864% regen over 10 turns; 43 instant mana) 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: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 864% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. teleportation rune of the sneak (range 117)teleportation rune of the sneak (range 117) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 117 with a minimum range of 15. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
This item will automatically be transmogrified when you leave the level. gold amuletgold amulet 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 Amulets can have magical properties. |
mule's copper ring of clarity mule's copper ring of clarityCrafted by a master Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Maximum encumbrance: +21 Mental save: +5 (+3 eff.) Confusion immunity: +20% Rings can have magical properties. |
elm vilestaff 'Sulfurqueen' (13-15.6 power, 2 apr, acid element) elm vilestaff 'Sulfurqueen' (13-15.6 power, 2 apr, acid element)Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 13.0 - 15.6 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Changes stats: +3 Con Changes resistances: +6% nature Changes damage: +13% acid Talent granted: +1 Command Staff Life regen: +0.20 Maximum life: +40.00 Spellpower: +11 (+3 eff.) Spell crit. chance: +1% Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (16-19.2 power, 4 apr, physical element) Crystal Shard (16-19.2 power, 4 apr, physical element)Requires: - Magic 20 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 16.0 - 19.2 Uses stat: 130% Mag Damage type: Arcane Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Attack speed: 100% Damage conversion: 50% blight When wielded/worn: Changes resistances: +10% arcane / +10% blight Changes damage: +18% arcane / +18% blight Damage affinity(heal): +20% arcane Spellpower: +14 (+4 eff.) Spell crit. chance: +4% It can be used to create 2 living shards of crystal to serve you for 10 turns, costing 27 power out of 45/45. This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
This item will automatically be transmogrified when you leave the level. cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element)cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element) Requires: - Magic 16 Infused by nature Crafted by a master 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% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Defense: +7 (+3 eff.) Effects on melee hit: * 9% chance to blind Changes damage: +15% darkness Talent granted: +1 Command Staff Critical mult.: +11.00% 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 4 cooldown : Effective talent level: 1.0 Power cost: 4 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 72.53 light damage. Staves designed for wielders of magic, by the greats of the art. |
magelord's ash vilestaff of projection (15-18 power, 3 apr, darkness element) magelord's ash vilestaff of projection (15-18 power, 3 apr, darkness element)Requires: - Magic 16 Powered by arcane forces 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% procs dam / acc Armour Penetration: +3 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Physical crit. chance: +7.0% Damage (Melee): 15 arcane Changes damage: +15% darkness Talent granted: +1 Command Staff Maximum mana: +20.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +4% It can be used to project a bolt elemental energy from the staff (to range 7) dealing 44.57 to 53.48 darkness damage, putting all charms on cooldown for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. yew vilestaff 'Morbushunger' (20-24 power, 4 apr, fire element)yew vilestaff 'Morbushunger' (20-24 power, 4 apr, fire element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Random Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Armour: +5 Defense: +6 (+3 eff.) Changes stats: +3 Wil / +3 Mag Changes resistances: +9% nature Maximum wards: +2 fire Changes damage: +18% mind / +20% fire Grants telepathy: Demon/Minor Demon/Major Talents granted: +1 Command Staff +3 Ward Mana each turn: +0.10 Equilibrium when hit: +0.04 Maximum mana: +108.00 Spellpower: +13 (+4 eff.) Spell crit. chance: +3% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. steel battleaxe 'Lelorath' (25-37.5 power, 2 apr)steel battleaxe 'Lelorath' (25-37.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 25.0 - 37.5 Uses stat: 120% Str Damage type: Temporal Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 111% Damage (Melee): +16 cold Burst (radius 1) on hit: +12 fire When wielded/worn: Accuracy: +10 (+2 eff.) Changes stats: +5 Dex Changes damage: +6% mind Grants telepathy: Dragon Mental save: +18 (+7 eff.) Equilibrium when hit: +0.04 Mental crit. chance: +3% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. arcing dwarven-steel battleaxe of ruin (31.5-47.25 power, 2 apr)arcing dwarven-steel battleaxe of ruin (31.5-47.25 power, 2 apr) Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 31.5 - 47.3 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +6.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +10 lightning When wielded/worn: Armour penetration: +10 Physical crit. chance: +10.0% Critical mult.: +19.00% Massive two-handed battleaxes. |
This item will automatically be transmogrified when you leave the level. flaming dwarven-steel greatmaul (38.5-57.75 power, 2 apr)flaming dwarven-steel greatmaul (38.5-57.75 power, 2 apr) Requires: - Strength 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 38.5 - 57.8 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% Burst (radius 1) on hit: +12 fire Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatsword of the leech (36-57.6 power, 2 apr)dwarven-steel greatsword of the leech (36-57.6 power, 2 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Base power: 36.0 - 57.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +3.5% Attack speed: 100% On weapon hit: * Slows global speed by 10% * leeches stamina from the target When wielded/worn: Damage when hit (Melee): 7 nature slow Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. barbed pouch of dwarven-steel shots of wind (15/15, 30.5-36.6 power, 3 apr)barbed pouch of dwarven-steel shots of wind (15/15, 30.5-36.6 power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 30.5 - 36.6 Uses stats: 70% Dex, 50% Cun Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +3 Physical crit. chance: +5.0% Capacity: 15 On weapon hit: * 10% chance to create an air burst On weapon crit: * wounds the target Travel speed: +200% Damage (Ranged): +5 bleed Shots are used with slings to pummel your foes to death. |
This item will automatically be transmogrified when you leave the level. mindwoven cashmere robe (2 def, 0 armour)mindwoven cashmere robe (2 def, 0 armour) Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Mental save: +17 (+7 eff.) Mindpower: +4 (+1 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
This item will automatically be transmogrified when you leave the level. slimy cashmere robe of corrosion (+19%) (2 def, 0 armour)slimy cashmere robe of corrosion (+19%) (2 def, 0 armour) Infused by nature Infused by arcane disrupting forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects when hit in melee: * Slows global speed by 6% * 5 arcane resource burn Changes resistances: +19% acid Changes damage: +13% acid A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Nature's Blessing (8 def, 6 armour) Nature's Blessing (8 def, 6 armour)Requires: - Strength 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+4 eff.) Ranged Defense: +4 (+2 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% nature / +25% arcane Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+5 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Poxswift the cured leather armour (9 def, 4 armour) Poxswift the cured leather armour (9 def, 4 armour)Requires: - Strength 14 Powered by arcane forces Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 2 When wielded/worn: Accuracy: +2 (+0 eff.) Armour penetration: +11 Physical crit. chance: +6.0% Physical power: +2 (+0 eff.) Armour: +4 Defense: +9 (+4 eff.) Fatigue: +7% Damage when hit (Melee): 8 nature Changes resistances: +19% temporal Changes damage: +6% nature Critical mult.: +3.00% Stamina each turn: +0.70 Maximum stamina: +15.00 Healing mod.: +10% Chance to avoid any damage: +6% Activating this item is instant. It can be used to activate talent Second Wind, placing all other charms into a 21 cooldown : Effective talent level: 4.0 Power cost: 21 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 50% of your stamina. A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. spiked hardened leather armour of the deep (3 def, 9 armour)spiked hardened leather armour of the deep (3 def, 9 armour) Requires: - Strength 16 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 3 When wielded/worn: Armour: +9 Defense: +3 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 12 physical Changes resistances: +7% acid / +7% cold Allows you to breathe in: water A suit of armour made of leather. |
Sootstinger the steel mail armour (2 def, 13 armour) Sootstinger the steel mail armour (2 def, 13 armour)Requires: - Strength 20 - Talent Armour Training Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 2 When wielded/worn: Armour: +13 Defense: +2 (+1 eff.) Fatigue: +14% Effects on melee hit: * Slows global speed by 40% * 30% chance to inflict damage reduction Changes stats: +5 Cun / +5 Wil Changes damage: +3% nature / +3% darkness Mental save: +11 (+5 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. spiked stralite mail armour of fire resistance (4 def, 8 armour)spiked stralite mail armour of fire resistance (4 def, 8 armour) Requires: - Strength 38 - Talent Armour Training Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+2 eff.) Fatigue: +16% Damage when hit (Melee): 13 physical Changes resistances: +16% fire A suit of armour made of mail. |
spiked iron plate armour (3 def, 7 armour) spiked iron plate armour (3 def, 7 armour)Requires: - Strength 22 - Talent Armour Training (level 3) Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 1 When wielded/worn: Armour: +7 Defense: +3 (+1 eff.) Fatigue: +20% Damage when hit (Melee): 10 physical A suit of armour made of metal plates. |
This item will automatically be transmogrified when you leave the level. impenetrable dwarven-steel plate armour of spell shielding (5 def, 19 armour)impenetrable dwarven-steel plate armour of spell shielding (5 def, 19 armour) Requires: - Strength 35 - Talent Armour Training (level 3) Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 3 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +24% Changes resistances: +5% arcane Spell save: +16 (+5 eff.) A suit of armour made of metal plates. |
rough leather belt of the mystic rough leather belt of the mysticPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Mental save: +5 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. blurring hardened leather beltblurring hardened leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Defense: +17 (+8 eff.) Stealth bonus: +7 A belt that goes around your waist. |
This item will automatically be transmogrified when you leave the level. cashmere cloak of Eldoral (2 def, 0 armour)cashmere cloak of Eldoral (2 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +2 Cun / +2 Dex A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Belynik' (0 def, 1 armour) pair of rough leather boots 'Belynik' (0 def, 1 armour)Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +4 Dex / +3 Mag / +6 Lck Stealth bonus: +7 Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Spellpower: +4 (+1 eff.) Damage Shield penetration: +50% A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. pair of hardened leather boots (0 def, 3 armour)pair of hardened leather boots (0 def, 3 armour) 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% A pair of boots made of leather. |
miner's pair of iron boots of uncanny dodging (2 def, 8 armour) miner's pair of iron boots of uncanny dodging (2 def, 8 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +8 Defense: +2 (+1 eff.) Ranged Defense: +3 (+1 eff.) Fatigue: +2% Infravision radius: +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
This item will automatically be transmogrified when you leave the level. miner's pair of dwarven-steel boots (0 def, 8 armour)miner's pair of dwarven-steel boots (0 def, 8 armour) Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +8 Fatigue: +3% 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. |
This item will automatically be transmogrified when you leave the level. pair of dwarven-steel boots (0 def, 4 armour)pair of dwarven-steel boots (0 def, 4 armour) Requires: - Talent Armour Training 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
iron gauntlets of magic (+2) (0 def, 1 armour) iron gauntlets of magic (+2) (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +2 Mag Changes damage: +4% arcane Metal gloves protecting the hands up to the middle of the lower arm. |
steady iron gauntlets of the starseeker (0 def, 1 armour) steady iron gauntlets of the starseeker (0 def, 1 armour)Requires: - Talent Armour Training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Changes stats: +1 Cun / +2 Mag Changes resistances: +6% light / +6% darkness Physical save: +6 (+2 eff.) Mental save: +6 (+3 eff.) Disarm immunity: +21% Infravision radius: +1 It can be used to activate talent Starfall, placing all other charms into a 12 cooldown : Effective talent level: 1.0 Power cost: 12 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 68.35 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
spellwoven linen wizard hat of light (+15%) (1 def, 0 armour) spellwoven linen wizard hat of light (+15%) (1 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Changes resistances: +15% light Changes damage: +10% light Mana each turn: +0.11 Spellpower: +2 (+1 eff.) Spell crit. chance: +3% A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. hardened leather cap of strength (+4) (0 def, 3 armour)hardened leather cap of strength (+4) (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +4 Str A cap made of leather. |
This item will automatically be transmogrified when you leave the level. dwarven-steel helm of absorption (0 def, 4 armour)dwarven-steel helm of absorption (0 def, 4 armour) Requires: - Talent Armour Training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Stamina when hit: +1.20 Equilibrium when hit: +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 agate 2 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. |
spinel 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. |
8 ametrine 8 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. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 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. |
4 aquamarine 4 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx 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. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 118 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. |
Achievements
By Lapin the Shalore Arcane Blade level 22
14th Haze 122nd year of Ascendancy at 19:34 see stats
By Lapin the Shalore Arcane Blade level 14
23rd Dusk 122nd year of Ascendancy at 21:34 see stats
By Lapin the Shalore Arcane Blade level 20
27th Dusk 122nd year of Ascendancy at 13:18 see stats
By Lapin the Shalore Arcane Blade level 10
5th Flare 122nd year of Ascendancy at 20:59 see stats
By Lapin the Shalore Arcane Blade level 20
27th Dusk 122nd year of Ascendancy at 01:57 see stats
By Lapin the Shalore Arcane Blade level 11
7th Flare 122nd year of Ascendancy at 22:05 see stats
By Lapin the Shalore Arcane Blade level 9
2nd Flare 122nd year of Ascendancy at 18:19 see stats
By Lapin the Shalore Arcane Blade level 22
14th Haze 122nd year of Ascendancy at 11:02 see stats
Log
Talent Flame is ready to use.
Lapin activates Fiery Hands.
Skeleton magus casts Manathrust.
Skeleton magus hits Lapin for 151 arcane damage.
Lapin activates Stone Skin.
Skeleton magus casts Flame.
Lapin is recovering from the damage!
Lapin is on fire!
Skeleton magus hits Lapin for 104 fire damage.
Burning from Skeleton magus hits Lapin for 35 fire damage.
Lapin receives 34 healing.
Lapin activates Feather Wind.
Blade horror uses Implode.
Skeleton magus is not intimidated!
Lapin is being crushed.
Lapin shrugs off the effect 'Immobilized'!
Blade horror hits Lapin for 69 physical damage.
Skeleton magus is not intimidated!
Lapin deactivates Daunting Presence.
Burning from Skeleton magus hits Lapin for 35 fire damage.
Imploding (slow) from Blade horror hits Lapin for 69 physical damage.
Lapin receives 34 healing.
Skeleton magus casts Manathrust.
Skeleton magus hits Lapin for 151 arcane damage.
Lapin activates Shock Hands.
Saving game...