








Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 Elkan's Infinite Dungeon Tweaks And Zlefin's Fixes 1.7.4Infinite Dungeon challenges occur on every level after the first. Rewards are tweaked to be a little more generous, and character advancement after level 50 does not slow down until after level 1000 instead, this version disbles mirror matches. (From Elkan) Inferno Race Pack 1.7.0Adds a collection of my races. New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Void Scholar - Celestial Class 1.7.0Adds the Void Scholar, a twisted Celestial class themed around cosmic expansion and the emptiness of space, featuring a unique starting scenario. Void Scholars are dedicated spellcasters with poor durability, but many ways to negate damage and debilitate foes. Their spells are ineffective against nearby targets, but grow incredibly potent when cast at a distance -- strike from the depths of infinity, where no eyes or blades can reach! They use a unique resource called "Void Energy" that is built up by casting certain spells and quickly disperses when out of combat, requiring careful management to retain momentum. Unique talent trees: All things come to an end, adventurer. Those who place themselves above the slow march of the cosmos should take heed not to stand upon nothing. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Highblade Class 1.3.1Adds the Highblade class, a very focused arcane blade-style class, using primarily cold and lightning magic, alongside wind. Contains several blatant references. 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:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Gladiator Fork 1.5.10This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which. Acid Trees for Archmage 1.7.0Adds two acid trees for Archmages, allowing them to deal acid damage. Compatible with Arcanum. Breath Variety 1.3.0Wyrmic breaths scale with best of strength, willpower, magic. Items Vault 1.7.6Donators/Buyers bonus! Celestial Evolution and Buff Pack 1.7.4Evolutions for Celestials, as well as buffs for their talents. Anorithil: Adds Blessed by the Light Evolution - Gain access to Energies, Radiance, and Sun talent groups - Celestial/Light, Suncloak talents become instant (Even though they do not display that way.) Avatar of a Distant Sun: (base game Sun Paladin Evolution) - Adds innate Light and Physical penetration. - Celestial/Light, Suncloak talents are instant. (Even though they do not display that way.) Sun Paladin: Righteous Strength now gives +1 size category at level 5. Fallen: - Your attacks bypass bleed resists. - Brutalize now hits around the user, and inflicts stun and confusion. - Increase damage of Darkside and Dark Sun talents. - Devourer Stance is now instant. - Splatter Sigils also restores hate. THANK YOU: This is a fork of Aeternis' original mod! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. No More Level Ten Warnings 1.7.0Removes the "only offers talents at level 10" warning, allowing you to spend category points in advance. Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Stoneblade Evolution for Arcane Blade 1.7.4Adds a new class evolution for Arcane Blade, the Stoneblade. Wielded two-handed weapons will use the increased procs damage accuracy bonus To unlock the evolution, defeat Harkor'Zun as an Arcane Blade. Learning the Prodigy requires that you know Body of Stone and have at least 25 Magic and Strength. Doctornull's Classes Reloaded 1.7.4Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Class: Bombardier 1.7.4A new Bombardier class which is a variant of the Alchemist. Bombardiers forgo using a golem in order to focus more on the effects of their bombs and their own combat viability. [Github](https://github.com/Werekracken/tome-bombardier) - No golem. Generic talents - technique/combat-training Class talents - cunning/tactical Changelog Dual-Classes Reworked by AscendingPhoenix 1.7.4Allows the player to pick two classes, but the difficulty scales upward. (Original by StarKeep, modded by Raenarill). In order to activate this addon, look at your Game Options for a new tab. Nargol 1.7.4Adds the Nargol as a playable Halfling subrace. Studious to a fault, yet racist to the core, the Nargol empire once dominated Maj'Eyal. Though their superiority complex has been much humbled by the Age of Pyre, their brilliant inquisitive minds have not. Nargol may take any combination of any four talents in their race tree, with more talents being unlocked later. 1. Concentrate: select a non-instant, non-fixed-cooldown talent. That talent will always be cast at effective level 4, but its cooldown will increase proportionally with how many levels this talent is effectively adding. If your selected talent has an effective level over 4, its cooldown will be reduced instead. 1. Space Out: each talent cast will increase your negative life slightly. 2. Recompose: select an activated talent that has a cooldown. If you are affected by any non-other debuffs, using that talent will reduce the duration of each by a percent of that talent's cooldown, spread out across all debuffs affecting you and with a minimum of 1. 3. Practice: select an activated talent with less than 10 turns of cooldown that does not change the world in a permanent way and does not have a fixed cooldown. Each time you kill a creature that is worth experience, the raw level and mastery of this talent will increase to a cap. 4. Hyperfixate: instant sustain. Each turn your talent cooldowns are halved at the cost of burning away your life. In addition, they have a secondary "Imperialist" tree unlocked by wearing the Crown of Command, then unlocking it with a category point: Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Frost Invoker 1.7.0Adds the Frost Invoker, a mage subclass. The Frost Invoker is a Cold-focused caster and unarmed fighter. Their primary stats are Magic and Dexterity. Generic: Frozen Core: Unarmed training with 40/80 Mag/Dex dam mods, and utility. Class: Hail: Offensive spells which can reduce the cd of Artic talents. Locked: Blizzard: Defense and debuffs focused on a single AoE spell. Talent icons from https://game-icons.net 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.
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Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Female |
Race | Higher |
Class | Arcane Blade |
Level / Exp | 11 / 30% |
Size | medium |
Lifes / Deaths | Killed by giant spider at level 5 on the 76th Pyre 122nd year of Ascendancy at 11:35 / 93Killed by Bill the Stone Troll at level 5 on the 77th Pyre 122nd year of Ascendancy at 09:25 Killed by arcane blade at level 7 on the 78th Pyre 122nd year of Ascendancy at 22:17 Killed by slaver at level 7 on the 5th Mirth 122nd year of Ascendancy at 00:33 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 02:22 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 02:46 Killed by slaver at level 7 on the 5th Mirth 122nd year of Ascendancy at 03:38 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 05:22 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 05:52 Killed by Poleth the slaver at level 7 on the 5th Mirth 122nd year of Ascendancy at 07:06 Killed by slaver at level 7 on the 5th Mirth 122nd year of Ascendancy at 07:59 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 11:02 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 14:42 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 17:33 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 17:59 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 20:47 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 21:08 Killed by enthralled slave at level 7 on the 5th Mirth 122nd year of Ascendancy at 21:56 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 00:50 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 01:19 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 02:09 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 02:39 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 09:49 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 10:13 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 10:37 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 11:05 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 12:23 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 13:48 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 14:17 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 14:44 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 15:15 Killed by slaver at level 7 on the 6th Mirth 122nd year of Ascendancy at 17:34 Killed by enthralled slave at level 7 on the 6th Mirth 122nd year of Ascendancy at 18:05 Killed by Blood Master at level 7 on the 7th Mirth 122nd year of Ascendancy at 06:12 Killed by Blood Master at level 7 on the 7th Mirth 122nd year of Ascendancy at 06:44 Killed by Blood Master at level 7 on the 7th Mirth 122nd year of Ascendancy at 07:21 Killed by Blood Master at level 7 on the 7th Mirth 122nd year of Ascendancy at 07:55 Killed by Blood Master at level 7 on the 7th Mirth 122nd year of Ascendancy at 08:26 Killed by Eilinivea the black bear at level 8 on the 2nd Summertide 122nd year of Ascendancy at 20:14 Killed by Eilinivea the black bear at level 8 on the 2nd Summertide 122nd year of Ascendancy at 20:58 Killed by Poludana the brown bear at level 8 on the 3rd Summertide 122nd year of Ascendancy at 01:22 Killed by Bethomiwe the black bear at level 9 on the 1st Flare 122nd year of Ascendancy at 08:35 Killed by Yvemira the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 12:55 Killed by Yvemira the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 14:06 Killed by Yvemira the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 14:48 Killed by Yvemira the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 15:21 Killed by Velewe the black bear at level 9 on the 1st Flare 122nd year of Ascendancy at 16:11 Killed by Velewe the black bear at level 9 on the 1st Flare 122nd year of Ascendancy at 16:57 Killed by Vorarin the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 21:08 Killed by Vorarin the cave bear at level 9 on the 1st Flare 122nd year of Ascendancy at 22:38 Killed by Cyryyama the brown bear at level 9 on the 2nd Flare 122nd year of Ascendancy at 03:41 Killed by Cyryyama the brown bear at level 9 on the 2nd Flare 122nd year of Ascendancy at 04:25 Killed by brown bear at level 10 on the 2nd Flare 122nd year of Ascendancy at 23:59 Killed by war hound at level 10 on the 3rd Flare 122nd year of Ascendancy at 02:46 Killed by Eluganor the brown bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 03:38 Killed by Silorama the cave bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 05:56 Killed by Islylenn the brown bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 08:41 Killed by Mayelaith the grizzly bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 13:08 Killed by Mayelaith the grizzly bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 14:31 Killed by Silomina the brown bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 17:27 Killed by black bear at level 10 on the 3rd Flare 122nd year of Ascendancy at 23:29 Killed by Lisymira the polar bear at level 10 on the 4th Flare 122nd year of Ascendancy at 00:47 Killed by Lisymira the polar bear at level 10 on the 4th Flare 122nd year of Ascendancy at 01:19 Killed by Cyrarithra the brown bear at level 10 on the 4th Flare 122nd year of Ascendancy at 01:53 Killed by Lisymira the polar bear at level 10 on the 4th Flare 122nd year of Ascendancy at 02:45 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 04:07 Killed by Cyrarithra the brown bear at level 10 on the 4th Flare 122nd year of Ascendancy at 04:41 Killed by Xurin the cave bear at level 10 on the 4th Flare 122nd year of Ascendancy at 05:11 Killed by Glovena the brown bear at level 10 on the 4th Flare 122nd year of Ascendancy at 05:44 Killed by ritch flamespitter at level 10 on the 4th Flare 122nd year of Ascendancy at 06:35 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 07:11 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 08:12 Killed by Adydhetira the cave bear at level 10 on the 4th Flare 122nd year of Ascendancy at 08:49 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 10:24 Killed by Salota the grizzly bear at level 10 on the 4th Flare 122nd year of Ascendancy at 11:03 Killed by Salota the grizzly bear at level 10 on the 4th Flare 122nd year of Ascendancy at 11:31 Killed by Salota the grizzly bear at level 10 on the 4th Flare 122nd year of Ascendancy at 12:05 Killed by Salota the grizzly bear at level 10 on the 4th Flare 122nd year of Ascendancy at 13:13 Killed by ritch flamespitter at level 10 on the 4th Flare 122nd year of Ascendancy at 13:50 Killed by stone golem at level 10 on the 4th Flare 122nd year of Ascendancy at 14:16 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 14:43 Killed by war hound at level 10 on the 4th Flare 122nd year of Ascendancy at 15:10 Killed by Adydhetira the cave bear at level 10 on the 4th Flare 122nd year of Ascendancy at 15:50 Killed by Borius, Avatar of Bearness at level 11 on the 4th Flare 122nd year of Ascendancy at 19:28 Killed by Borius, Avatar of Bearness at level 11 on the 4th Flare 122nd year of Ascendancy at 20:00 Killed by Borius, Avatar of Bearness at level 11 on the 4th Flare 122nd year of Ascendancy at 21:28 Killed by Borius, Avatar of Bearness at level 11 on the 4th Flare 122nd year of Ascendancy at 23:07 Killed by Borius, Avatar of Bearness at level 11 on the 5th Flare 122nd year of Ascendancy at 00:29 Killed by Borius, Avatar of Bearness at level 11 on the 5th Flare 122nd year of Ascendancy at 01:57 Killed by Borius, Avatar of Bearness at level 11 on the 5th Flare 122nd year of Ascendancy at 03:24 Killed by war hound at level 11 on the 5th Flare 122nd year of Ascendancy at 06:00 Killed by Glorebremira the cave bear at level 11 on the 5th Flare 122nd year of Ascendancy at 06:33 Killed by Emelonor the war bear at level 11 on the 5th Flare 122nd year of Ascendancy at 12:01 |
Primary Stats
Strength | 25 (base 24) |
Dexterity | 11 (base 10) |
Constitution | 12 (base 10) |
Magic | 34 (base 20) |
Willpower | 28 (base 16) |
Cunning | 25 (base 22) |
Resources
Life | -19/272 |
Mana | 144/175 |
Stamina | 176/185 |
Healing Factor | 1.1291526171258 |
Regeneration | 2.6535086502455 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +69.444444444444% |
Vision
Sight | 12 |
Lite | 3 |
Infravision | 6 |
See Stealth | 24.108545491274 |
See Invisible | 24.108545491274 |
Offense: Mainhand
Damage | 50 |
Accuracy | 27 |
Crit Chance | 16% |
APR | 2 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30 |
Crit Chance | 7% |
Speed | 1 |
Offense: Mind
Mindpower | 24 |
Crit Chance | 7% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Mind | +5% |
Darkness | +9% |
Lightning | +16% |
Fire | +4% |
All | 0% |
Offense: Damage Penetration
Cold | +5% |
Defense: Base
Armour (hardiness) | 9.7428859092277 (36.742885909228%) |
Defense | 12 |
Ranged Defense | 12 |
Fatigue | 6 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Darkness | + 3%( 70%) |
Mind | + 3%( 70%) |
Cold | + 34%( 70%) |
Lightning | + 24%( 70%) |
Fire | + 11%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Blind Resistance | 29% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 185 life over 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 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. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (18 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Air | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Spell / Acid | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Magical combat | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Stone | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Fiery Hands |
talent | Shock Hands |
detrimental effect | All direct healing done to the target fails, and is instead redirected to Emelonor the war bear at 36% effectiveness. Healing Nexus Redirection |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | Reduces global action speed by 44%. Slow |
Quests
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic 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 |
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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | 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 AlchemistsStire of Derth needs your help making an elixir of the fox, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * '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.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
On feet | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% cold / +6% fire Stamina each turn: +0.30 Maximum stamina: +10.00 A pair of boots made of leather. |
Light source | ![]() Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes damage: +5% mind Physical save: +5 (+3 eff.) Light radius: +3 Healing mod.: +11% 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 | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical crit. chance: +4.0% Physical power: +5 (+1 eff.) Defense: +2 (+2 eff.) Damage when hit (Melee): 4 physical Changes stats: +3 Wil Changes resistances: +6% cold Changes damage: +9% acid Physical save: +5 (+3 eff.) Stamina each turn: +2.00 A pointy cloth hat, very wizardly... |
Tool | ![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+5 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Con Physical save: +4 (+2 eff.) Rings make your fingers look great! |
On fingers | ![]() Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +24% lightning Changes damage: +12% lightning Rings make your fingers look great! |
Around neck | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Changes resistances: +3% mind / +15% cold Changes resistances penetration: +5% cold Mana each turn: +0.22 Spellpower on spell critical (stacks up to 3 times): +3 Maximum mana: +20.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Amulets make your neck look great! |
In main hand | ![]() Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Base power: 35.0 - 52.5 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% On weapon hit: * 27% chance to reduce all saves and defense by 17 Damage (Melee): +10 mind Damage (radius 1) on hit: +8 darkness When wielded/worn: Damage when hit (Melee): 8 cold Changes stats: +1 Mag / +5 Wil / +3 Cun Changes resistances: +3% darkness Changes damage: +9% darkness Infravision radius: +3 Massive two-handed battleaxes. |
Main armor | ![]() Requires: - Strength 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+3 eff.) Fatigue: +6% Life regen: +2.10 Stamina each turn: +0.50 A suit of armour made of leather. |
Around waist | ![]() Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes resistances: +7% cold / +5% fire Mental save: +6 (+3 eff.) Spellpower: +2 (+1 eff.) A belt that goes around your waist. |
Inventory
![]() Flashrebel Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +15% blight / +19% nature / +12% lightning Changes resistances penetration: +10% lightning Changes damage: +6% lightning / +3% nature Poison immunity: +20% Disease immunity: +25% Amulets make your neck look great! |
![]() Icepyre the steel dagger (18-23 power, 6 apr) Requires: - Dexterity 16 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 18.0 - 23.4 Uses stats: 50% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% Damage (radius 1) on hit: +4 mind When wielded/worn: Damage when hit (Melee): 6 cold Changes stats: +3 Str / +1 Dex Maximum psi: +40.00 Sharp, short and deadly. |
![]() Tulanik the dwarven-steel mace (27-38 power, 4 apr) Requires: - Strength 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / mace ; tier 3 Base power: 27.0 - 37.8 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% On weapon hit: * 12 arcane resource burn When wielded/worn: Damage when hit (Melee): 4 physical Changes stats: +3 Str / +2 Dex / +2 Con Critical mult.: +20.00% Blunt and deadly. |
![]() thorny mindstar 'Clouddeath' (8-9 power, 24 apr, mind damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.0 - 8.8 Uses stats: 50% Wil, 30% Cun Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% Damage (Melee): +16 lightning When wielded/worn: Changes stats: +2 Cun Changes resistances: +6% mind Changes resistances penetration: +10% lightning Talent granted: +1 Attune Mindstar Life regen: +0.90 Maximum life: +21.00 Mindpower: +6 (+3 eff.) Mental crit. chance: +3% Infravision radius: +1 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() Nerarin the elm starstaff (10-12 power, 2 apr, physical element) Requires: - Magic 11 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Base power: 10.0 - 12.0 Uses stat: 80% Mag Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% When wielded/worn: Armour penetration: +1 Physical power: +5 (+1 eff.) Changes resistances: +9% blight / +1% physical Changes resistances penetration: +5% physical Changes damage: +10% physical Talent granted: +1 Command Staff Critical mult.: +11.00% Spellpower: +3 (+2 eff.) Spell crit. chance: +7% Staves designed for wielders of magic, by the greats of the art. |
![]() Ravenwalker the dwarven-steel waraxe (22-30 power, 4 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 21.5 - 30.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (radius 1) on hit: +4 darkness When wielded/worn: Accuracy: +7 (+4 eff.) Armour penetration: +8 Armour: +2 Changes resistances: +5% arcane Changes resistances penetration: +8% physical Spell save: +3 (+1 eff.) Blindness immunity: +20% Only die when reaching: -60.00 life One-handed war axes. |
![]() dwarven-steel waraxe 'Nimbusshaper' (20-29 power, 4 apr) Requires: - Strength 24 Infused by psionic forces 3.00 Encumbrance. Type: weapon / waraxe ; tier 3 Base power: 20.5 - 28.7 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +4.5% Attack speed: 100% Damage (Melee): +5 darkness / +4 lightning Damage against: +10% Living When wielded/worn: Armour: +4 Changes resistances: +6% mind / +3% temporal Pinning immunity: +20% Life regen: +2.00 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% One-handed war axes. |
![]() voratun waraxe (39-55 power, 6 apr) Requires: - Strength 48 3.00 Encumbrance. Type: weapon / waraxe ; tier 5 Base power: 39.0 - 54.6 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% One-handed war axes. |
![]() mindwoven woollen robe of corrosion (+15%) (0 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Changes resistances: +15% acid / +9% all Changes damage: +10% acid Mental save: +17 (+9 eff.) Mindpower: +3 (+2 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Glyvea the pair of hardened leather boots (0 def, 3 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Damage when hit (Melee): 4 acid Changes resistances: +4% physical Disease immunity: +10% Life regen: +4.00 Stamina each turn: +0.40 Maximum life: +20.00 Maximum stamina: +18.00 A pair of boots made of leather. |
![]() pair of dwarven-steel boots 'Glowspar' (0 def, 5 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +2 Dex / +1 Mag / +1 Cun Changes resistances: +6% light / +9% fire Changes damage: +6% light Infravision radius: +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() pair of hardened leather boots 'Brightrend' (0 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Damage when hit (Melee): 8 fire Changes resistances: +3% mind Changes resistances penetration: +15% mind / +5% fire Changes damage: +3% fire Infravision radius: +1 A pair of boots made of leather. |
![]() iron helm (0 def, 3 armour) Requires: - Heavy armour training 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() Elemira the Flashjeer (3 def, 12 armour) Requires: - Heavy armour training - Strength 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +12 Defense: +3 (+3 eff.) Fatigue: +6% Changes stats: +1 Dex / +1 Mag / +3 Wil / +2 Cun Reduces incoming crit damage: 5.00% Physical save: +9 (+5 eff.) Light radius: +3 See invisible: +3 A suit of armour made of mail. |
![]() Infused by nature 3.00 Encumbrance. [Unique] Type: misc / animal It can be used to invoke your inner bearness Activation costs 85 power out of 100/100. The very essence of bearness! |
nuummite nuummite0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Stun/Freeze immunity: +20% When used to imbue an object: Stun/Freeze immunity: +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 1 When wielded/worn: Combat speed: +2% Casting speed: +2% Mental speed: +2% When used to imbue an object: Combat speed: +2% Casting speed: +2% Mental speed: +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 172 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
small geode small geode0.00 Encumbrance. Type: gem / stone ; tier 2 When wielded/worn: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% When used to imbue an object: Life regen: +1.00 Stamina each turn: +0.40 Mana each turn: +0.40 Psi each turn: +0.40 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.00 Encumbrance. Type: gem / stone ; tier 1 When wielded/worn: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% When used to imbue an object: Life regen: +0.50 Stamina each turn: +0.20 Mana each turn: +0.20 Psi each turn: +0.20 Healing mod.: +10% Latent Damage Type: Mind Gems can be sold for money or used in arcane rituals. |
![]() Searkin the dwarven-steel torque of mindblast [power 225] (13 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce all saves and defense by 17 Changes resistances: +6% acid Changes resistances penetration: +15% fire Changes damage: +3% mind / +3% fire It can be used to blast the opponent's mind dealing 100 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 13 turns. When used: * Increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Changes resistances penetration: +4% all Critical mult.: +4.00% When used to imbue an object: Changes resistances penetration: +4% all Critical mult.: +4.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / violet ; tier 1 When wielded/worn: Changes resistances penetration: +2% all Critical mult.: +2.00% When used to imbue an object: Changes resistances penetration: +2% all Critical mult.: +2.00% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 1 When wielded/worn: Armour: +5 Changes resistances: +1% all When used to imbue an object: Armour: +5 Changes resistances: +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 2 When wielded/worn: Armour: +8 Changes resistances: +2% all When used to imbue an object: Armour: +8 Changes resistances: +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 2 When wielded/worn: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Anoi the Higher Arcane Blade level 11
5th Flare 122nd year of Ascendancy at 04:40 see stats
By Anoi the Higher Arcane Blade level 10
2nd Flare 122nd year of Ascendancy at 16:54 see stats
By Anoi the Higher Arcane Blade level 7
78th Pyre 122nd year of Ascendancy at 22:53 see stats
By Anoi the Higher Arcane Blade level 7
7th Mirth 122nd year of Ascendancy at 09:06 see stats
By Anoi the Higher Arcane Blade level 7
6th Mirth 122nd year of Ascendancy at 11:04 see stats
Log
Anoi hits Black bear for 63 physical damage.
Emelonor the war bear uses Healing Nexus.
Bleeding from Anoi hits Emelonor the war bear for 9 physical damage.
Emelonor the war bear stops bleeding.
Talent Earthen Missiles is ready to use.
Anoi casts Arcane Strike.
Anoi hits Emelonor the war bear for 41 arcane, 5 mind, 9 fire, 6 lightning, 9 darkness, 35 arcane, 9 mind, 9 fire, 6 lightning, 9 darkness (138 total damage).
Talent Pulverizing Auger is ready to use.
Emelonor the war bear uses Stunning Blow.
Anoi is stunned!
Melee retaliation hits Emelonor the war bear for 4 physical, 6 cold, 2 physical, 3 cold (15 total damage).
Emelonor the war bear hits Anoi for 44 physical, 32 physical (76 total damage).
Emelonor the war bear's is vulnerable to attacks and effects!
Anoi hits Black bear for 4 darkness damage.
Anoi hits Emelonor the war bear for 11 physical, 2 mind, 4 fire, 3 lightning, 4 darkness (24 total damage).
Emelonor the war bear uses Stun.
Anoi slows down.
Melee retaliation hits Emelonor the war bear for 2 physical, 3 cold (4 total damage).
Emelonor the war bear hits Anoi for 39 physical damage.
Talent Infusion: Regeneration is ready to use.
Talent Rune: Manasurge is ready to use.
Talent Phase Door is ready to use.
Talent Rush is ready to use.
Anoi hits Black bear for 4 darkness damage.
Anoi hits Emelonor the war bear for 17 physical, 2 mind, 4 fire, 3 lightning, 4 darkness (30 total damage).
Emelonor the war bear uses Knockback.