Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Addon Pack 1.7.4Combines 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: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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. Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official 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 | Ogre |
Class | Psyshot |
Level / Exp | 25 / 57% |
Size | big |
Lifes / Deaths | Killed by elven cultist at level 25 on the 7th Haze 122nd year of Ascendancy at 03:52 / 1 |
Primary Stats
Strength | 24 (base 10) |
Dexterity | 46 (base 38) |
Constitution | 22 (base 10) |
Magic | 23 (base 10) |
Willpower | 36 (base 24) |
Cunning | 90 (base 55) |
Resources
Life | -173/611 |
Psi | 146/156 |
Steam | 100/100 |
Healing Factor | 1.3624166372472 |
Regeneration | 0.3406041593118 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 65 |
Accuracy | 56 |
Crit Chance | 30% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 31 |
Accuracy | 53 |
Crit Chance | 29% |
APR | 26 |
Speed | 1.00 |
Offense: Spell
Spellpower | 52 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 70 |
Crit Chance | 36% |
Speed | 1 |
Offense: Damage Bonus
Nature | +15% |
Acid | +34% |
Light | +9% |
Temporal | +6% |
Cold | +16% |
Lightning | +3% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Lightning | +15% |
Light | +10% |
Cold | +10% |
Defense: Base
Armour (hardiness) | 55 (68.594633868923%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 31 |
Mental Save | 41 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 32%( 70%) |
Cold | + 41%( 70%) |
All | + 15%( 70%) |
Darkness | + 27%( 70%) |
Light | + 25%( 70%) |
Lightning | + 34%( 70%) |
Fire | + 6%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Pinning Resistance | 21% |
Disarm Resistance | 81% |
Bleed Resistance | 60% |
Confusion Resistance | 40% |
Silence Resistance | 20% |
Stun Resistance | 69% |
Instadeath Resistance | 100% |
Knockback Resistance | 22% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 12.9 steam per turn. Can be activated for an instant burst of 65 steam. Its effects scale with your Cunning stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 127% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 11.3 steam per turn. Can be activated for an instant burst of 57 steam. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 35 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -682 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1557 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.30 |
| 2/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Steamtech / Thoughts of iron | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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 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 have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed green worm. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol 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 bloated horror heart. * You've found the needed skeleton mage skull. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Equipment
On feet | undeterred pair of iron boots of tirelessness (0 def, 4 armour) undeterred pair of iron boots of tirelessness (0 def, 4 armour) 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +4 Fatigue +2% Silence- +20% Confus- +20% Stun/Frz- +21% ---------- misc Stam/turn +0.50 Max.stam +10.00 Talents +1 Rocket Boots Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | psychokinetic pouch of stralite shots (22/22, 151% power, 5 apr) psychokinetic pouch of stralite shots (22/22, 151% power, 5 apr) 3.0 T4 shot ammo [Ego+] Psionic Power 152% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 22 Ranged+ +21 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 266 physical damage While equipped: ---------- misc Talents +3 Corrosive Shell Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Isuvena (0 def, 3 armour) Isuvena (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +6 Cun dps ---------- Mind.crit +2% Mind.pwr +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% light +11% darkness Crit.chn- 15.00% Mind.save +9 (+3 eff.) Cut- +10% Confus- +20% Stun/Frz- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Beodurin the Shimmerrigor (0 def, 3 armour) Beodurin the Shimmerrigor (0 def, 3 armour) 1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Dex dps ---------- Crit.mult +20.00% Dmg.mod +3% lightning Res.pen +10% lightning Acc +15 (+4 eff.) ----- def ----- Armour +3 Mind.save +10 (+3 eff.) Disarm- +60% ---------- misc Max.hate +4.00 Talents +1 Iron Grip Unarmed combat: Power 118% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +9.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | elm totem of summon tentacle [power 95] (9/25 cooldown) elm totem of summon tentacle [power 95] (9/25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 103 Armor: 4 All Resist: 1 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Corruptionsquall Corruptionsquall0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% light Res.pen +10% light Acc +9 (+2 eff.) Apr +8 On Hit (Melee): * 10% chance to slow global speed by 68% ----- def ----- Defense +9 (+3 eff.) Spell.save +7 (+3 eff.) Max.HP +24.00 Disarm- +21% Pinning- +21% Knockbk- +22% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Boltwyrd Boltwyrd0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Cun dps ---------- Dmg.mod +10% acid Res.pen +5% lightning ----- def ----- Resists +20% acid +9% lightning Crit.chn- 5.00% ---------- misc Infravis +3 Rings make your fingers look great! |
Around neck | Tidekarma Tidekarma0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Str dps ---------- Dmg.mod +6% cold +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +13% lightning +6% cold Heal.mod +11% Cut- +50% Stun/Frz- +28% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 275 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Undeathknight Undeathknight 4.0 T3 steamgun 1H weapon [Rare] Nature/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: * splashes acid on your target dealing 45 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +7 Str +4 Dex +7 Mag +6 Wil +9 Cun +7 Con dps ---------- Dmg.mod +9% acid On Hit (Ranged): * 20% chance to reduce armor by 36% ----- def ----- Resists +3% acid +15% nature +3% darkness Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Eye of Winter (94% power, 18 apr, cold damage) Eye of Winter (94% power, 18 apr, cold damage) 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Cold Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% On Hit: * splashes acid on your target dealing 48 damage and reducing their armor While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Cloak | Phlegmmaim the cashmere cloak (2 def, 0 armour) Phlegmmaim the cashmere cloak (2 def, 0 armour) 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Defense +2 (+1 eff.) Resists +14% nature +5% cold Crit.chn- 10.00% Max.HP +44.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.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. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 35 armour) Spider-Silk Robe of Spydrë (10 def, 35 armour) 2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 50 physical 20 nature slow 20 poison ----- def ----- Armour +35 Hardiness +30% Defense +10 (+3 eff.) Fatigue +1% Resists +30% nature +11% all Phys.save +10 (+4 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
stormshield rune (threshold 56; blocks 3; dur 4; cd 14) stormshield rune (threshold 56; blocks 3; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 56 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
2 schematic: Air Recycler 2 schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Antimagic Shell schematic: Antimagic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Armour Reinforcement 3 schematic: Armour Reinforcement0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fungal Web schematic: Fungal Web0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
5 schematic: Healing Salve 5 schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Lightning Coil schematic: Lightning Coil0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Mental Stimulator schematic: Mental Stimulator0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Pain Suppressor Salve schematic: Pain Suppressor Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
4 schematic: Steamgun 4 schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamsaw schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Thunderclap Coating 2 schematic: Thunderclap Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Voltaic Shell schematic: Voltaic Shell0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Water Salve 2 schematic: Water Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Glintpulverizer the steel amulet Glintpulverizer the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +5 Cun +3 Con dps ---------- Mov.spd +10% Dmg.mod +3% light Res.pen +5% light +5% arcane ----- def ----- Fatigue -5% Resists +9% light Phys.save +13 (+5 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
warmaker's stralite amulet of strength (+8) warmaker's stralite amulet of strength (+8)0.1 T4 amulet jewelry [Ego+] Nature/Master While equipped: Stats +8 Str +7 Dex +7 Wil Amulets make your neck look great! |
copper ring of clarity copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+1 eff.) Confus- +20% Rings make your fingers look great! |
gladiator's gold ring gladiator's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Str +6 Con dps ---------- Phys.pwr +5 (+1 eff.) Rings make your fingers look great! |
short elven-wood starstaff of channeling (129% power, 5 apr, darkness element) short elven-wood starstaff of channeling (129% power, 5 apr, darkness element)5.0 T4 staff 1H weapon Reqs Mag 35 [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +24 (+8 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.33 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
elemental stralite battleaxe of torment (151% power, 3 apr) elemental stralite battleaxe of torment (151% power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Arcane/Psionic Power 152% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 89 lightning damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Dmg.mod +24% lightning Res.pen +12% lightning Massive two-handed battleaxes. |
voratun greatsword of ruin (174% power, 4 apr) voratun greatsword of ruin (174% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego+] Master Power 174% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +21.0% Crit.mult +23.00% Apr +19 Massive two-handed swords. |
warbringer's stralite waraxe of daylight (138% power, 5 apr) warbringer's stralite waraxe of daylight (138% power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Arcane/Master Power 139% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +13 light Against +14% Undead While equipped: Stats +5 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +12% One-handed war axes. |
stralite dagger 'Zubowen' (146% power, 13 apr) stralite dagger 'Zubowen' (146% power, 13 apr)1.0 T4 dagger 1H weapon [Random Unique] Arcane Power 147% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +13 Crit +8.0% Atk.spd 100% Melee+ +21 blight +4 temporal On Hit.r1 +12 fire On Hit: 20% Epidemic 4 On Hit: * 33% chance to reduce strength, dexterity, and constitution by 26 While equipped: dps ---------- Melee Ret 6 physical 2 temporal ----- def ----- Armour +2 Disease- +27% Sharp, short and deadly. |
Bloomsoul (94% power, 13 apr, nature damage) Bloomsoul (94% power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 25 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. |
Frostspitter =4 str= Frostspitter =4 str=4.0 T2 steamgun 1H weapon [Random Unique] Disrupt/Master/Steamtech Mastery Psyshot Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+3 eff.) Res.pen +10% cold Melee Ret 2 nature 6 cold ----- def ----- Resists +9% acid +8% lightning +12% cold +7% fire +3% all Spell.save +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
acidic pouch of dwarven-steel shots (20/20, 141% power, 3 apr) acidic pouch of dwarven-steel shots (20/20, 141% power, 3 apr)3.0 T3 shot ammo [Ego] Arcane Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 20 On Crit: * Splash the target with acid dealing 148 damage over 5 turns and reducing armor and accuracy by 19 While equipped: Shots are used with slings to pummel your foes to death. |
stormwoven woollen robe (0 def, 0 armour) =5 wil 6 str= stormwoven woollen robe (0 def, 0 armour) =5 wil 6 str=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +6 Str +4 Mag +5 Wil dps ---------- Dmg.mod +11% lightning +5% physical +8% cold ----- def ----- Resists +6% lightning +7% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic stralite mail armour of implacability (4 def, 16 armour) prismatic stralite mail armour of implacability (4 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: ----- def ----- Armour +16 Defense +4 (+1 eff.) Fatigue +4% Resists +14% light +16% darkness Phys.save +9 (+4 eff.) A suit of armour made of mail. |
searing stralite mail armour of command (16 def, 16 armour) searing stralite mail armour of command (16 def, 16 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 14 acid 13 fire Melee Ret 9 acid 12 fire ----- def ----- Armour +16 Defense +16 (+5 eff.) Fatigue +12% Resists +18% acid +11% fire Mind.save +19 (+6 eff.) A suit of armour made of mail. |
drakeskin leather gloves 'Flashglory' (25 def, 3 armour) drakeskin leather gloves 'Flashglory' (25 def, 3 armour)1.0 T4 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 20 temporal Ranged+ 18 temporal Dmg.mod +6% acid +11% temporal Res.pen +25% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Defense +25 (+8 eff.) Resists +6% light +20% temporal Spell.save +15 (+7 eff.) Disease- +20% Unarmed combat: Power 134% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% On Hit: * 13% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Betuthra (0 def, 3 armour) Betuthra (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Lck dps ---------- Phys.crit +5.0% Spell.crit +4% Mind.crit +3% Dmg.mod +3% acid Res.pen +5% acid ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +6% temporal +9% light Die.at -60.00 life A cap made of leather. |
Erelofast (0 def, 3 armour) =8 con= Erelofast (0 def, 3 armour) =8 con=2.0 T3 head armor [Random Unique] Master While equipped: Stats +9 Str +7 Dex +8 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +9% temporal Res.pen +5% temporal ----- def ----- Armour +3 Fatigue +3% Resists +6% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 58.9 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Beliriamina the Tempestkarma (0 def, 3 armour) =water= Beliriamina the Tempestkarma (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 39 ----- def ----- Armour +3 Fatigue +5% Resists +3% mind +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: 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. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon 3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 amethyst 8 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
363 alchemist agate 363 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Lisynor Lisynor1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Mind.pwr +15 (+4 eff.) S.pwr/crit +8 Res.pen +15% blight ----- def ----- Phys.save +9 (+4 eff.) Max.HP +52.00 Heal.mod +20% ---------- misc Mana/turn +0.28 Max.psi +50.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
potent second skin potent second skin0.0 T2 steamtech tinker [Normal] Steamtech Attachable to body When attached: ----- def ----- HP.reg +4.00 Poison- +40% Disease- +40% Cut- +40% Tinkers can be attached to normal items to improve them with steam power! |
powerful fiery salve [power 13] powerful fiery salve [power 13]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 2 magical effects and grants a fiery aura (13% fire, light and lightning affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
simple frost salve [power 9] simple frost salve [power 9]1.0 T1 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Remove 1 physical effects and grants a frost aura (9% cold, darkness and nature affinity) Puts Talent Medical Injector on 25 cooldown Activation is instant. Medical salve. |
powerful healing salve [power 177] powerful healing salve [power 177]1.0 T3 salve misc [Normal] Nature/Steamtech Using medical injector with 74% efficiency and 135% cooldown modifier. Heal 177 Puts Talent Medical Injector on 15 cooldown Medical salve. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Eye of the Dreaming One =5 wil= Eye of the Dreaming One =5 wil=2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 16 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
stralite torque of mindblast 'Sleetshine' [power 250] (9/15 cooldown) =silence= stralite torque of mindblast 'Sleetshine' [power 250] (9/15 cooldown) =silence=2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Melee Ret 2 arcane ----- def ----- Resists +5% arcane +12% cold Blast the opponent's mind dealing 288 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to gain a 17% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
By An Elite Player the Ogre Psyshot level 10
1st Dusk 122nd year of Ascendancy at 20:38 see stats
By An Elite Player the Ogre Psyshot level 21
61st Dusk 122nd year of Ascendancy at 06:33 see stats
By An Elite Player the Ogre Psyshot level 10
8th Mirth 122nd year of Ascendancy at 00:51 see stats
By An Elite Player the Ogre Psyshot level 20
56th Dusk 122nd year of Ascendancy at 15:37 see stats
By An Elite Player the Ogre Psyshot level 25
78th Dusk 122nd year of Ascendancy at 10:57 see stats
By An Elite Player the Ogre Psyshot level 22
75th Dusk 122nd year of Ascendancy at 15:19 see stats
By An Elite Player the Ogre Psyshot level 10
10th Dusk 122nd year of Ascendancy at 12:53 see stats
By An Elite Player the Ogre Psyshot level 10
11st Dusk 122nd year of Ascendancy at 20:23 see stats
By An Elite Player the Ogre Psyshot level 20
58th Dusk 122nd year of Ascendancy at 15:19 see stats
By An Elite Player the Ogre Psyshot level 15
34th Dusk 122nd year of Ascendancy at 06:20 see stats
Log
An Elite Player resists the effect 'Silenced'!
Elven cultist receives 32 healing.
Elven cultist hits An Elite Player for (25 flat reduction), 70 mind (70 total damage).
--------------------------------
An Elite Player is moving at extreme speed!
An Elite Player's cleansing fire area effect hits Elven cultist for 45 fire damage.
Betubrelle the mean looking elven guard casts Epidemic.
An Elite Player is afflicted by an epidemic!
Cyryldatira the elven corruptor casts Bone Spear.
Wretchling casts Corrosive Vapour.
Quasit activates his stralite shield!
The very fabric of time alters around quasit.
Poison from An Elite Player hits Elven guard for 4 nature damage.
Cyryldatira the elven corruptor hits An Elite Player for (25 flat reduction), 331 physical (331 total damage).
Bone Spike hits An Elite Player for (25 flat reduction), 10 physical (10 total damage).
Xerelrawen the elven guard uses Devouring Flame.
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Wretchling casts Corrosive Vapour.
Epidemic from Betubrelle the mean looking elven guard hits An Elite Player for (25 flat reduction), 12 blight (12 total damage).
Rotting Disease from Elven cultist hits An Elite Player for (25 flat reduction), 100 blight (100 total damage).
Elven cultist activates his torque!
An Elite Player resists the effect 'Silenced'!
Elven cultist hits An Elite Player for (25 flat reduction), 84 mind (84 total damage).
An Elite Player the level 25 ogre psyshot was mindraped to death by an elven cultist on level 2 of Dark crypt.
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An Elite Player deactivates his cloak's restoration systems.