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 | Drem |
Class | Arcane Blade |
Level / Exp | 26 / 78% |
Size | medium |
Lifes / Deaths | Killed by Betenor the sandworm destroyer at level 20 on the 3rd Dearth 122nd year of Ascendancy at 04:14 / 2Killed by Elytta the cold drake hatchling at level 26 on the 8th Shortage 122nd year of Ascendancy at 16:54 |
Primary Stats
Strength | 36 (base 13) |
Dexterity | 16 (base 10) |
Constitution | 27 (base 10) |
Magic | 77 (base 57) |
Willpower | 11 (base 10) |
Cunning | 56 (base 50) |
Resources
Life | -20/718 |
Mana | 22/255 |
Stamina | 92/178 |
Positive | 85/125 |
Healing Factor | 1.1386945338482 |
Regeneration | 4.839451768855 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.000000000002% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 35.308559597209 |
See Invisible | 42.308559597209 |
Offense: Mainhand
Damage | 37 |
Accuracy | 52 |
Crit Chance | 20% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 23% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Physical | +20% |
Lightning | +18% |
Cold | +12% |
Darkness | +36% |
Blight | +6% |
Arcane | +4% |
Mind | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Lightning | +40% |
Defense: Base
Armour (hardiness) | 50.5 (48.579428603723%) |
Defense | 42 |
Ranged Defense | 42 |
Fatigue | 23 |
Physical Save | 27 |
Spell Save | 34 |
Mental Save | 31 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 3%( 70%) |
Physical | + 23%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Lightning | + 6%( 70%) |
Darkness | + 3%( 70%) |
Fire | + 7%( 70%) |
Nature | + 6%( 70%) |
Defense: Immunities
Disarm Resistance | 10% |
Instadeath Resistance | 100% |
Confusion Resistance | 45% |
Stun Resistance | 81% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Silence Resistance | 29% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 735% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 130 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 435 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the lost warrior from death by poison gas trap. Escort: lost warrior (level 1 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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 explosive force. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bear paw. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of brawn without your aid. 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 honey tree root. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed black mamba head. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 within7 lumberjacks have died. | done |
Equipment
On feet | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) =silence/stun= undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) =silence/stun=3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +4 Fatigue +3% Silence- +29% Confus- +25% Stun/Frz- +31% Blink to a nearby random location (rad 9) Puts all charms on 19 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Bethethra the Freezejam Bethethra the Freezejam2.0 T1 lite [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +12% lightning +6% cold ----- def ----- Resists +9% cold Crit.chn- 5.00% Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Chameregohek the elm wand of lightning storm [power 116] (27/12 cooldown) Chameregohek the elm wand of lightning storm [power 116] (27/12 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% blight ---------- misc Mana/turn +0.04 Max.vim +10.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 27 lightning damage and will be dazed for 1 turn (136 total damage) Puts all charms on 12 cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | copper ring of speed copper ring of speed0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Mov.spd +11% Acc +5 (+1 eff.) ----- def ----- Defense +6 (+2 eff.) Blinding Speed: Puts all charms on 31 cooldown Level 3.0 Pwr.cost 31 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
On fingers | Muntir the copper ring Muntir the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Str +5 Con dps ---------- Crit.mult +20.00% Phys.pwr +6 (+3 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +6 Resists +3% physical Rings make your fingers look great! |
Around waist | Wretchbreaker the rough leather belt =20 stun= Wretchbreaker the rough leather belt =20 stun=1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +4 Resists +7% fire +6% nature +7% cold Spell.save +18 (+8 eff.) Disarm- +10% Stun/Frz- +20% A belt that goes around your waist. |
In main hand | Voidfurnace the yew starstaff (120% power, 4 apr, physical element) Voidfurnace the yew starstaff (120% power, 4 apr, physical element)5.0 T3 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +40.00% Spell.pwr +16 (+5 eff.) Melee+ 24 fire Dmg.mod +6% cold +12% darkness +20% physical Res.pen +10% darkness ----- def ----- Defense +8 (+3 eff.) Resists +6% cold ---------- misc Light +3 See.Invis +7 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 1.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 81.08 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | Galyvon the Voidschism (0 def, 1 armour) Galyvon the Voidschism (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane +24% darkness Res.pen +15% darkness +20% lightning Melee Ret 2 darkness ----- def ----- Armour +1 Fatigue +1% Resists +3% acid Unarmed combat: Power 100% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +7 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Aerildama the iron mail armour (33 def, 8 armour) Aerildama the iron mail armour (33 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +8 Defense +33 (+11 eff.) Fatigue +12% Resists +3% blight +3% darkness Mind.save +11 (+5 eff.) HP.reg +4.00 Poison- +10% A suit of armour made of mail. |
Cloak | Arcscar (2 def, 4 armour) =lightning pen, acc= Arcscar (2 def, 4 armour) =lightning pen, acc=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% lightning +6% mind Res.pen +20% lightning Acc +30 (+9 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Resists +6% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
movement infusion (speed 547%; cd 15) movement infusion (speed 547%; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 547% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 24%; magical; dur 3; cd 15) wild infusion of the warrior (res 24%; magical; dur 3; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 24% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 13; cd 14) blink rune (range 4; phase 13; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 17%; move 37%; dur 5; cd 18) ethereal rune (power 12; resist 17%; move 37%; dur 5; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 37% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 52; cd 14) shatter afflictions rune (absorb 52; 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 instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 52 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the sneak (absorb 99; cd 15) shatter afflictions rune of the sneak (absorb 99; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 99 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
copper amulet 'Relgular' copper amulet 'Relgular'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +6% physical Res.pen +20% arcane Apr +2 ----- def ----- Defense +5 (+2 eff.) Resists +7% physical ---------- misc Stam/turn +2.30 Amulets make your neck look great! |
savior's gold amulet of manastreaming savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +13 (+6 eff.) ---------- misc Mana/turn +0.10 Max.mana +35.00 Amulets make your neck look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
plaguebringer's steel battleaxe of massacre (136% power, 2 apr) plaguebringer's steel battleaxe of massacre (136% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Master Power 137% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 27 While equipped: ----- def ----- Disease- +18% Massive two-handed battleaxes. |
Porusenor the iron longsword (108% power, 2 apr) Porusenor the iron longsword (108% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Nature Power 108% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Phys.crit +5.0% Crit.mult +20.00% Phys.pwr +15 (+7 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Defense +10 (+3 eff.) Sharp, long, and deadly. |
blooming vined mindstar of disruption (85% power, 18 apr, nature damage) blooming vined mindstar of disruption (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature/Disrupt Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Against +5% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Heal.mod +12% Heal/summ +26 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
harmonious thorny mindstar of frost (97% power, 24 apr, nature damage) harmonious thorny mindstar of frost (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego++] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 10 cold Dmg.mod +4% nature +9% cold Res.pen +4% nature +6% cold ----- def ----- Armour +5 Resists +4% nature +7% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
swiftstrike hardened leather sling of cunning (+4) swiftstrike hardened leather sling of cunning (+4)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Proj.spd +200% While equipped: Stats +4 Cun dps ---------- Phys.spd +10% Res.pen +8% physical Slings are used to hurl stones or metal shots at your foes. |
dwarven-steel steamgun of lightning dwarven-steel steamgun of lightning4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +13 lightning Uses 2.0 Steam While equipped: dps ---------- Dmg.mod +13% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
flaming pouch of dwarven-steel shots of crippling (17/17, 144% power, 3 apr) flaming pouch of dwarven-steel shots of crippling (17/17, 144% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Arcane/Master Power 144% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +11.0% Capacity 17 On Hit.r1 +6 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (18/18, 141% power, 3 apr) pouch of dwarven-steel shots of erosion (18/18, 141% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature 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 18 Ranged+ +8 nature Shots are used with slings to pummel your foes to death. |
swashbuckler's dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 80 block) swashbuckler's dwarven-steel shield of physical resistance (+12%) (0 def, 6 armour, 80 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +5 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +12% physical ---------- misc Talents +1 Block Handheld deflection devices. |
Berorain the woollen robe (0 def, 0 armour) =4 str= Berorain the woollen robe (0 def, 0 armour) =4 str=2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Str +6 Mag +5 Wil +2 Con dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +10% acid +14% physical +7% fire +9% lightning +12% cold ----- def ----- Resists +10% acid +10% physical +7% lightning +16% cold +12% fire +9% all Mind.save +17 (+8 eff.) ---------- misc Infravis +2 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +11% blight +11% all Max.HP +40.00 HP.reg +2.30 Heal.mod +18% Poison- +20% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating hardened leather armour of clarity (9 def, 6 armour) rejuvenating hardened leather armour of clarity (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +7% mind Mind.save +13 (+6 eff.) HP.reg +2.60 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
Zundur the iron mail armour (2 def, 5 armour) =water= Zundur the iron mail armour (2 def, 5 armour) =water=14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +5 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% cold +3% fire Disease- +20% Disarm- +20% Confus- +10% ---------- misc Breathe water A suit of armour made of mail. |
enlightening iron plate armour of acid resistance (0 def, 7 armour) enlightening iron plate armour of acid resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +7 Fatigue +22% Resists +16% acid Mind.save +11 (+5 eff.) A suit of armour made of metal plates. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Treequell Treequell1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +20% nature Melee Ret 10 cold ----- def ----- Resists +15% nature Phys.save +6 (+3 eff.) A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 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. |
Shadequench the linen cloak (1 def, 0 armour) =5 str= Shadequench the linen cloak (1 def, 0 armour) =5 str=2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +5 Str +1 Mag +3 Wil +2 Con dps ---------- Dmg.mod +3% light +3% darkness ----- def ----- Defense +1 (+0 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adibrerin the Duatheltrail (2 def, 0 armour) Adibrerin the Duatheltrail (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% acid +6% darkness Melee Ret 6 acid ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% Max.HP +41.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the voidstalker (2 def, 5 armour) thick cashmere cloak of the voidstalker (2 def, 5 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +2 (+1 eff.) Resists +12% temporal +12% darkness +10% cold Def/telep +13 Res/telep +12% Dur/telep +14% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 8 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aeruwen the pair of iron boots (0 def, 5 armour) Aeruwen the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% arcane ----- def ----- Armour +5 Fatigue -2% Resists +5% arcane Phys.save +9 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +3 (+1 eff.) Max.HP +60.00 ---------- misc Max.enc +24 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots (0 def, 3 armour) wanderer's pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+6 eff.) Mind.save +11 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
rough leather gloves 'Salonn' (0 def, 7 armour) rough leather gloves 'Salonn' (0 def, 7 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Resists +3% temporal Blind- +10% Poison- +20% Cut- +10% Stun/Frz- +10% Unarmed combat: Power 89% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit.r1 +6 physical On Crit.r2 +6 physical On Hit: 10% Sand Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of strength (+2) (0 def, 2 armour) =2 str= hardened leather gloves of strength (+2) (0 def, 2 armour) =2 str=1.0 T2 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) ----- def ----- Armour +2 Unarmed combat: Power 126% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Brenytodil the Freezehack (1 def, 0 armour) =20 silence= Brenytodil the Freezehack (1 def, 0 armour) =20 silence=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% cold ----- def ----- Defense +1 (+0 eff.) Resists +13% lightning +6% temporal +5% arcane +3% blight Silence- +20% A pointy cloth hat, very wizardly... |
Emessra the iron helm (0 def, 3 armour) =7 str= Emessra the iron helm (0 def, 3 armour) =7 str=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Dmg.mod +9% temporal Acc +10 (+3 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Salyrilaith the Cracklemark (0 def, 4 armour) =lightning pen= Salyrilaith the Cracklemark (0 def, 4 armour) =lightning pen=3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +3 Str +7 Dex +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +6% lightning Res.pen +15% blight +20% lightning Melee Ret 4 blight ----- def ----- Armour +4 Fatigue +4% Resists +15% darkness +3% blight ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate 6 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. |
8 spinel 8 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
8 citrine 8 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. |
6 zircon 6 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 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. |
2 topaz 2 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 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. |
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. |
231 alchemist agate 231 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. |
Blizzardwish =10 silence= Blizzardwish =10 silence=2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Dmg.mod +6% mind +15% cold ----- def ----- Resists +3% blight Max.HP +20.00 Silence- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
iron pickaxe of endurance (dig speed 38 turns) =3 str= iron pickaxe of endurance (dig speed 38 turns) =3 str=3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 153 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. |
Hurugund [power 182] (27/16 cooldown) Hurugund [power 182] (27/16 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +9% temporal +6% fire Heal.mod +10% Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Frank Zappa the Drem Arcane Blade level 10
6th Profit 122nd year of Ascendancy at 15:42 see stats
By Frank Zappa the Drem Arcane Blade level 25
8th Shortage 122nd year of Ascendancy at 10:16 see stats
By Frank Zappa the Drem Arcane Blade level 23
17th Loss 122nd year of Ascendancy at 00:25 see stats
By Frank Zappa the Drem Arcane Blade level 10
27th Voratun 122nd year of Ascendancy at 16:28 see stats
By Frank Zappa the Drem Arcane Blade level 20
1st Dearth 122nd year of Ascendancy at 18:40 see stats
By Frank Zappa the Drem Arcane Blade level 17
5th Wealth 122nd year of Ascendancy at 18:49 see stats
By Frank Zappa the Drem Arcane Blade level 10
27th Voratun 122nd year of Ascendancy at 16:33 see stats
By Frank Zappa the Drem Arcane Blade level 10
29th Voratun 122nd year of Ascendancy at 07:57 see stats
By Frank Zappa the Drem Arcane Blade level 22
32nd Dearth 122nd year of Ascendancy at 23:27 see stats
By Frank Zappa the Drem Arcane Blade level 16
5th Wealth 122nd year of Ascendancy at 00:41 see stats
By Frank Zappa the Drem Arcane Blade level 20
3rd Dearth 122nd year of Ascendancy at 04:14 see stats
Log
Your shield crumbles under the damage!
The shield around Frank Zappa crumbles.
Elytta the cold drake hatchling hits Mirror Image for 258 cold damage.
Elytta the cold drake hatchling hits Frank Zappa for (180 absorbed), 71 cold (71 total damage).
Elytta the cold drake hatchling's Body of Fire hits Mirror Image for 72 fire damage.
--------------------------------
Elytta the cold drake hatchling's firestorm hits Mirror Image for 313 fire damage.
Elytta the cold drake hatchling's Living Lightning hits Frank Zappa for 45 lightning damage.
Elytta the cold drake hatchling receives 53 healing from Temporal Restoration Field.
--------------------------------
Elytta the cold drake hatchling casts Flame.
Elytta the cold drake hatchling's spell attains critical power!
Frank Zappa is wreathed in flames on the brink of death!
Frank Zappa redirects the effect 'Burning'!
Elytta the cold drake hatchling hits Frank Zappa for 0 fire damage.
Talent Arcane Strike is ready to use.
--------------------------------
Frank Zappa activates Chant of Resistance.
Frank Zappa deactivates Chant of Fortitude.
Elytta the cold drake hatchling's spell attains critical power!
Elytta the cold drake hatchling's spell attains critical power!
Elytta the cold drake hatchling's Living Lightning hits Frank Zappa for 56 lightning damage.
Elytta the cold drake hatchling receives 53 healing from Temporal Restoration Field.
Elytta the cold drake hatchling casts Throw Bomb.
Elytta the cold drake hatchling's spell attains critical power!
Elytta the cold drake hatchling hits Frank Zappa for 87 fire damage.
Frank Zappa the level 26 drem arcane blade was blazed to death by Elytta the cold drake hatchling on level 1 of Daikara.