Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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. Proper Time Hounds 1.4.6Corrects a grievous error with temporal wardens. More specifically, it changes the ASCII display for time hounds from a dark grey C to a light blue Z, as is right and proper. Two versions: Elemental also goes a step further and changes their type and subtype to Elemental/Zephyr hound, introducing a small gameplay change. Items Vault 1.7.0Donators/Buyers bonus! Unrandom Egos 1.7.0No wide random numerical ranges on ego modifiers. Convenient Digging 1.5.5 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Automatic Talent Gambits 1.7.1Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: Better Item Description 1.7.2This 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 Enhanced Wield Replace 1.7.0Allows you to choose which item to replace when wielding/wearing equipment if there are multiple possibilities. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. NOTE: If you are using this addon in conjunction with Enhanced Object Compare (directly or via ZOmnibus), be sure to update said addon(s) to at least the 2015-05-16 release (v3b for Enhanced Object Compare, v13d for ZOmnibus), as older versions will have minor interaction problems with this addon. Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Cornac |
Class | Wyrmic |
Level / Exp | 48 / 86% |
Size | huge |
Lifes / Deaths | Killed by Arcli's Inner Demon at level 48 on the 46th Pyre 123rd year of Ascendancy at 04:35 / 1 |
Antimagic | Follower |
Primary Stats
Strength | 146 (base 66) |
Dexterity | 44 (base 10) |
Constitution | 52 (base 14) |
Magic | 28 (base 12) |
Willpower | 138 (base 60) |
Cunning | 125 (base 58) |
Resources
Life | -802/2087 |
Steam | 100/100 |
Stamina | 591/591 |
Equilibrium | 76 |
Healing Factor | 1.4893292187649 |
Regeneration | 45.139920207239 |
Speed
Mental | +27.02863780958% |
Attack | +27.02863780958% |
Movement | +41.31788189224% |
Spell | +15% |
Global | +111% |
Vision
Sight | 10 |
Lite | 10 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 188 |
Accuracy | 65 |
Crit Chance | 81% |
APR | 38 |
Speed | 0.79 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 12 |
Crit Chance | 36% |
Speed | 0.8695652173913 |
Offense: Mind
Mindpower | 96 |
Crit Chance | 63% |
Speed | 0.78722406005725 |
Offense: Damage Bonus
Acid | +28% |
Blight | +52% |
Physical | +64% |
Cold | +16% |
All | 0% |
Lightning | +37% |
Darkness | +16% |
Fire | +16% |
Nature | +93% |
Offense: Damage Penetration
Acid | +24% |
Blight | +58% |
Arcane | +34% |
Cold | +24% |
All | 0% |
Lightning | +24% |
Light | +15% |
Physical | +49% |
Mind | +34% |
Darkness | +54% |
Fire | +49% |
Nature | +59% |
Defense: Base
Armour (hardiness) | 60.466252583998 (30%) |
Defense | 48 |
Ranged Defense | 53 |
Fatigue | 35 |
Physical Save | 81 |
Spell Save | 60 |
Mental Save | 66 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 35%( 70%) |
Physical | + 45%( 70%) |
Cold | + 67%( 70%) |
All | + 13%( 70%) |
Lightning | + 49%( 70%) |
Light | + 47%( 70%) |
Temporal | + 13%( 70%) |
Mind | + 43%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 50%( 70%) |
Nature | + 25%( 70%) |
Defense: Immunities
Teleport Resistance | 0% |
Pinning Resistance | 0% |
Bleed Resistance | 27% |
Disarm Resistance | 90% |
Knockback Resistance | 20% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1010 life over 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 939 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 398 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 393 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 50%. |
Class Talents
Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Wild-gift / Venom drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You failed to protect the lost defiler from death by Xiwe the ghoul. Escort: lost defiler (level 2 of Dreadfell) | failed |
You failed to protect the lost defiler from death by king cobra. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You failed to protect the lost defiler from death by forest wight. Escort: lost defiler (level 5 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You failed to protect the lost warrior from death by snow giant thunderer. Escort: lost warrior (level 1 of Daikara) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | 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 within6 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. * All the bastions of the Pride lie in ruins, their masters destroyed. High Sun Paladin Aeryn would surely be glad of the news! | completed |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 70% (based on Cunning). Uses 50 power out of 8/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 T5 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +21% lightning +27% physical Acc +40 (+10 eff.) Melee Ret 13 lightning ----- def ----- Resists +27% cold +15% physical Phys.save +24 (+5 eff.) Max.HP +80.00 ---------- misc Light +5 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +31 Str +9 Dex +14 Wil +15 Cun dps ---------- Crit.mult +20.00% Phys.pwr +12 (+2 eff.) S.pwr/crit +6 Res.pen +34% arcane ----- def ----- Armour +5 Fatigue +5% Resists +14% physical Phys.save +15 (+3 eff.) Mind.save +15 (+4 eff.) ---------- misc Mana/turn +0.16 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 2822.2 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+4 eff.) Max.HP +100.00 Disarm- +90% ---------- misc Light +1 Talents +4 Iron Grip Unarmed combat: Power 142% Range: 1.4x Uses 40% Wil, 40% Str, 40% Cun 40% Dex Dmg Physical Apr +18 Crit +12.0% Atk.spd 83% Melee+ +20 silence On Hit: 15% Mana Clash 3 On Hit: 15% Antimagic Zone 3 On Hit: * 50 arcane resource burn Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 196.00 arcane damage and stunned). Uses 100 power out of 150/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +26.83% Res.pen +30% darkness Melee Ret 12 light ----- def ----- Armour +8 Resists +27% light +18% darkness Crit.dmg- 20.00% ---------- misc Stam/turn +4.00 Max.stam +30.00 Light +4 Heal yourself and all friendly characters within 10 spaces for 128 Puts all charms on 15 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +7 Cun +14 Con dps ---------- Phys.crit +6.0% Melee+ 22 physical Ranged+ 21 physical Dmg.mod +36% blight Apr +11 Melee Ret 13 physical On Hit (Melee): * 16% chance to reduce all saves and defense by 48 On Hit (Ranged): * 16% chance to reduce all saves and defense by 48 ----- def ----- Resists +12% blight Die.at -107.33 life Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Hate/m.crit +3.00 Max.hate +10.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +34% blight +34% mind Melee Ret 13 mind 13 acid On Hit (Melee): * 27% chance to reduce strength, dexterity, and constitution by 7 * 27% chance to reduce all saves and defense by 48 ----- def ----- Resists +20% mind +27% cold HP.reg +7.00 Stun/Frz- +44% Rings make your fingers look great! |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +11 Str dps ---------- Crit.mult +26.83% Dmg.mod +36% nature Res.pen +25% physical ----- def ----- Armour +21 Phys.save +31 (+6 eff.) Spell.save +40 (+10 eff.) Mind.save +16 (+4 eff.) ---------- misc Stam/turn +4.02 Amulets make your neck look great! |
In main hand | ![]() 3.0 T5 waraxe 1H weapon [Random Unique] Nature/Master/Psionic Power 150% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +25 mind On Crit.r2 +75 fire On Hit: * 31% chance to reduce all saves and defense by 48 * flashes light on your target dealing 108 damage While equipped: Stats +7 Cun +17 Wil dps ---------- Phys.crit +12.0% Crit.mult +70.00% All.spd +11% Res.pen +15% light +25% fire Apr +14 ----- def ----- Max.HP +60.00 Heal.mod +20% Cut- +27% ---------- misc Mana/s.crit +2.68 Max.mana +134.16 One-handed war axes. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature/Psionic While equipped: Stats +12 Str +12 Wil +3 Cun +12 Con dps ---------- Phys.pwr +30 (+6 eff.) Mind.pwr +25 (+5 eff.) Dmg.mod +12% acid On Hit (Melee): * 27 arcane resource burn ----- def ----- Resists +9% acid +12% light +12% blight Phys.save +26 (+5 eff.) Mind.save +14 (+4 eff.) Max.HP +110.00 ---------- misc Size +2 A belt that goes around your waist. |
In off hand | ![]() 7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 170% Range: 1.2x Uses 40% Wil, 100% Str Dmg Fire Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Cloak | ![]() 2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind +30% lightning Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Stun/Frz- +50% ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.3 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 96 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() 9.0 T5 light armor [Random Unique] Master While equipped: Stats +20 Str +19 Dex +10 Mag +10 Wil +10 Cun +12 Con dps ---------- Phys.crit +9.0% Crit.mult +46.83% Phys.pwr +10 (+2 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +21% physical Res.pen +10% nature Acc +15 (+4 eff.) Melee Ret 13 nature ----- def ----- Armour +8 Defense +28 (+9 eff.) Fatigue +8% Phys.save +29 (+6 eff.) ---------- misc Stam/turn +4.00 A suit of armour made of leather. |
Inventory
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 176% efficiency and cooldown mod of 50%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 276% efficiency and cooldown mod of 74%. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
![]() 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 instantly heal yourself for 356 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 1072% 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 Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 892% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 983 life over 5 turns. Its effects scale with your Willpower stat. 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 |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (87% of a turn) Is a spell Description: Inflicts 702.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 119 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. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 tome scroll [Unique] Arcane Learn the ancient secrets. This huge book is covered in searing flames. Yet they do not harm you. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +13% temporal Pinning- +23% Knockbk- +26% Amulets make your neck look great! |
![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +20 Wil dps ---------- Dmg.mod +20% lightning +18% physical ----- def ----- Fatigue -9% Resists +40% lightning +18% physical Spell.save +24 (+6 eff.) ---------- misc Max.enc +38 Mana/s.crit +2.68 Max.mana +100.00 Light +4 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +6 Dex dps ---------- Acc +12 (+3 eff.) ----- def ----- Max.HP +31.00 Disarm- +32% Pinning- +32% Knockbk- +30% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid ----- def ----- Fatigue -6% Resists +24% acid ---------- misc Max.enc +24 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +9 Wil dps ---------- Dmg.mod +12% physical +18% arcane +33% mind Apr +6 ----- def ----- Phys.save +24 (+5 eff.) Max.HP +32.00 Disarm- +30% Pinning- +32% Knockbk- +30% ---------- misc Stam/turn +4.02 Hate/m.crit +6.00 Max.stam +40.25 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+1 eff.) Mind.save +7 (+2 eff.) Confus- +26% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +8 Cun +10 Dex dps ---------- Dmg.mod +36% mind Acc +15 (+4 eff.) Melee Ret 13 darkness On Hit (Melee): * 27% chance to reduce armor by 17% ----- def ----- Resists +30% lightning +27% darkness +20% mind Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 40% Wil, 50% Dex, 50% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+3 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 147% Range: 1.4x Uses 40% Wil, 100% Str Dmg Fire Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 3.0 T2 longsword 1H weapon [Rare] Psionic Power 113% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +27 nature On Crit.r2 +20 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +9 Wil dps ---------- Mind.crit +4% Mind.pwr +25 (+5 eff.) Res.pen +34% mind ----- def ----- Resists +39% lightning +20% mind Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Ego] Disrupt/Master Power 101% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Resists +9% acid +9% lightning +9% cold +9% fire +4% all Spell.save +7 (+2 eff.) Disarm- +26% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon [Rare] Arcane Power 157% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +12 light Against +30% Undead While equipped: Stats +5 Wil dps ---------- Mind.crit +8% Mind.pwr +25 (+5 eff.) Dmg.mod +30% temporal On Hit (Melee): * 27% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +20% temporal Mind.save +21 (+6 eff.) Def/telep +20 Res/telep +20% Dur/telep +20% ---------- misc Equi/ret +0.32 Psi/ret +0.52 Blunt and deadly. |
![]() 5.0 T5 staff 2H weapon Reqs Mag 48 [Normal] Power 137% Range: 1.2x Uses 80% Mag, 40% Wil Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot [Ego+] Nature/Master/Steamtech Power 66% Range: 1.1x Uses 40% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +7 Str +14 Wil +15 Con dps ---------- Phys.pwr +14 (+2 eff.) ----- def ----- Max.HP +110.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T3 waraxe 1H weapon [Ego+] Master Power 116% Range: 1.4x Uses 40% Wil, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +16 (+4 eff.) One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +10 Dex +4 Cun +17 Con dps ---------- Crit.mult +26.83% Dmg.mod +12% darkness Res.pen +20% darkness Melee Ret 13 mind On Hit (Melee): * 27% chance to reduce damage dealt by 38% ----- def ----- Resists +7% lightning +6% temporal Crit.dmg- 20.12% A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+0 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +0% lightning Max.HP +35.00 Stun/Frz- +0% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +12 Wil dps ---------- Mind.crit +5% Dmg.mod +10% lightning +9% physical +10% cold ----- def ----- Armour +14 Defense +20 (+7 eff.) Resists +19% lightning +7% cold +24% blight +7% all Spell.save +9 (+3 eff.) Mind.save +12 (+3 eff.) Max.HP +134.16 Disease- +27% ---------- misc Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +5 Cun +4 Con dps ---------- Mind.pwr +40 (+7 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +33% cold +27% nature +12% fire Phys.save +24 (+5 eff.) Heal.mod +27% Teleport- +27% ---------- misc Max.hate +13.42 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T5 feet armor [Ego++] Master While equipped: Stats +5 Cun +6 Con ----- def ----- Armour +5 Defense +15 (+5 eff.) Phys.save +25 (+5 eff.) Mind.save +25 (+7 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 20 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 132% Range: 1.4x Uses 40% Wil, 30% Dex, 60% Str 30% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +12 Cun +13 Wil dps ---------- Mind.crit +6% Crit.mult +26.83% Mind.pwr +5 (+1 eff.) Dmg.mod +24% mind Res.pen +25% nature ----- def ----- Armour +4 Fatigue +4% Resists +27% acid +24% nature Mind.save +0 (+0 eff.) Silence- +0% ---------- misc Hate/m.crit +6.71 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +0 Cun dps ---------- Res.pen +20% darkness ----- def ----- Armour +3 Defense +40 (+13 eff.) Fatigue +5% Resists +7% lightning +27% temporal +7% arcane +12% fire Crit.dmg- 20.12% Mind.save +0 (+0 eff.) Heal.mod +20% Teleport- +27% ---------- misc Light +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 9.0 T4 light armor [Random Unique] Nature/Master While equipped: Stats +10 Str +4 Dex +8 Cun dps ---------- Spell.crit +4% Spell.pwr +35 (+8 eff.) Phys.spd +15% Spell.spd +15% Mind.spd +15% ----- def ----- Armour +7 Defense +12 (+4 eff.) Fatigue +8% Resists +23% lightning Crit.dmg- 20.12% Max.HP +62.00 HP.reg +12.60 Heal.mod +18% ---------- misc Vim/s.crit +2.68 Max.vim +67.08 A suit of armour made of leather. |
![]() 9.0 T2 light armor [Rare] Nature While equipped: Stats +15 Cun +4 Wil dps ---------- Mind.pwr +40 (+7 eff.) Dmg.mod +21% lightning Res.pen +20% mind On Hit (Melee): * 27% chance to slow global speed by 78% * 27% chance to reduce all saves and defense by 48 ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% HP.reg +4.40 ---------- misc Stam/turn +1.30 Max.hate +13.42 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +8 Str +6 Dex ----- def ----- Armour +6 Defense +16 (+5 eff.) Fatigue +8% Phys.save +14 (+3 eff.) A suit of armour made of leather. |
![]() 3.0 T5 arrow ammo Reqs Dex 48 [Ego+] Arcane/Psionic Power 168% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +18 Crit +3.0% Capacity 20 On Hit.r1 +30 fire On Hit: * 50% chance to put 1 talent on cooldown for 6 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+1 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +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. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing pain suppressor salve [power 281] amazing pain suppressor salve [power 281]1.0 T5 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -281 life and reduces all damage by 27% for 7 turns (takes no time to activate) Puts Talent Medical Injector on 10 cooldown Activation is instant. Medical salve. |
![]() 2.0 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. |
![]() 0.0 T4 steamtech tinker [Normal] Steamtech Attachable to head When attached: ----- def ----- Silence- +40% Returns 4 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() 2.0 T5 torque charm [Rare] Psionic While equipped: Stats +5 Str +5 Cun +10 Con dps ---------- Mind.crit +6% Dmg.mod +15% lightning +24% physical Res.pen +34% lightning ----- def ----- Resists +27% darkness Spell.save +15 (+4 eff.) Mind.save +24 (+6 eff.) ---------- misc Max.hate +13.42 Setup a psionic shield, reducing all damage taken by 161 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 60% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 totem charm [Ego] Nature Sting an enemy dealing 1078 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
Achievements
By Arcli the Cornac Wyrmic level 30
52nd Haze 122nd year of Ascendancy at 09:05 see stats
By Arcli the Cornac Wyrmic level 40
17th Regrowth 123rd year of Ascendancy at 08:42 see stats
By Arcli the Cornac Wyrmic level 29
50th Haze 122nd year of Ascendancy at 15:39 see stats
By Arcli the Cornac Wyrmic level 14
29th Dusk 122nd year of Ascendancy at 15:28 see stats
By Arcli the Cornac Wyrmic level 33
69th Haze 122nd year of Ascendancy at 19:59 see stats
By Arcli the Cornac Wyrmic level 34
74th Haze 122nd year of Ascendancy at 20:23 see stats
By Arcli the Cornac Wyrmic level 32
65th Haze 122nd year of Ascendancy at 04:50 see stats
By Arcli the Cornac Wyrmic level 14
26th Dusk 122nd year of Ascendancy at 11:48 see stats
By Arcli the Cornac Wyrmic level 31
60th Haze 122nd year of Ascendancy at 23:34 see stats
By Arcli the Cornac Wyrmic level 40
18th Regrowth 123rd year of Ascendancy at 03:17 see stats
By Arcli the Cornac Wyrmic level 18
52nd Dusk 122nd year of Ascendancy at 12:00 see stats
By Arcli the Cornac Wyrmic level 24
11st Haze 122nd year of Ascendancy at 17:22 see stats
By Arcli the Cornac Wyrmic level 47
40th Pyre 123rd year of Ascendancy at 13:48 see stats
By Arcli the Cornac Wyrmic level 46
55th Regrowth 123rd year of Ascendancy at 08:55 see stats
By Arcli the Cornac Wyrmic level 36
74th Haze 122nd year of Ascendancy at 22:37 see stats
By Arcli the Cornac Wyrmic level 40
25th Regrowth 123rd year of Ascendancy at 14:08 see stats
By Arcli the Cornac Wyrmic level 10
10th Mirth 122nd year of Ascendancy at 11:43 see stats
By Arcli the Cornac Wyrmic level 20
69th Dusk 122nd year of Ascendancy at 00:25 see stats
By Arcli the Cornac Wyrmic level 30
50th Haze 122nd year of Ascendancy at 15:39 see stats
By Arcli the Cornac Wyrmic level 40
16th Regrowth 123rd year of Ascendancy at 02:48 see stats
By Arcli the Cornac Wyrmic level 46
39th Pyre 123rd year of Ascendancy at 19:48 see stats
By Arcli the Cornac Wyrmic level 43
36th Regrowth 123rd year of Ascendancy at 20:09 see stats
By Arcli the Cornac Wyrmic level 22
4th Haze 122nd year of Ascendancy at 22:23 see stats
By Arcli the Cornac Wyrmic level 42
28th Regrowth 123rd year of Ascendancy at 13:39 see stats
By Arcli the Cornac Wyrmic level 32
62nd Haze 122nd year of Ascendancy at 05:03 see stats
By Arcli the Cornac Wyrmic level 22
4th Haze 122nd year of Ascendancy at 15:41 see stats
By Arcli the Cornac Wyrmic level 31
61st Haze 122nd year of Ascendancy at 07:33 see stats
By Arcli the Cornac Wyrmic level 9
6th Mirth 122nd year of Ascendancy at 13:14 see stats
By Arcli the Cornac Wyrmic level 43
36th Regrowth 123rd year of Ascendancy at 20:09 see stats
By Arcli the Cornac Wyrmic level 41
27th Regrowth 123rd year of Ascendancy at 20:53 see stats
By Arcli the Cornac Wyrmic level 37
1st Wintertide 123rd year of Ascendancy at 22:49 see stats
By Arcli the Cornac Wyrmic level 29
34th Haze 122nd year of Ascendancy at 21:41 see stats
By Arcli the Cornac Wyrmic level 16
43rd Dusk 122nd year of Ascendancy at 01:35 see stats
By Arcli the Cornac Wyrmic level 27
33rd Haze 122nd year of Ascendancy at 06:47 see stats
Log
Arcli's Inner Demon HEALS from fire damage!
Arcli's Inner Demon HEALS from fire damage!
Arcli HEALS from fire damage!
Arcli's Inner Demon hits Arcli for (167 blocked), 0 fire, 60 healing, (220 blocked), (77 antimagic), 137 fire, 156 healing, (220 blocked), (77 antimagic), 137 fire, 156 healing, (220 blocked), (77 antimagic), 137 fire, 156 healing (410 total damage) [527 healing].
Melee retaliation hits Arcli for (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind, (5 blocked), 0 lightning, (7 blocked), 0 fire, 3 healing, (17 blocked), 0 nature, (7 blocked), 0 acid, (10 blocked), 0 physical, (3 blocked), 0 light, (15 blocked), 0 cold, 4 mind (44 total damage) [28 healing].
Arcli hits Arcli's Inner Demon for (56 blocked), 0 fire, (220 blocked), (77 antimagic), (150 resonance), 150 fire, (220 blocked), (77 antimagic), (150 resonance), 150 fire, (220 blocked), (67 antimagic), 0 fire, (220 blocked), (77 antimagic), (150 resonance), 150 fire, (56 blocked), 0 fire, (56 blocked), 0 fire, (56 blocked), 0 fire (450 total damage).
Arcli hits Arcli's Inner Demon for (77 antimagic), 125 acid, 218 physical, 0 arcane, 25 physical, 0 arcane, 15 mind, 25 physical, 0 arcane, (56 antimagic), 0 fire, 19 healing, (77 antimagic), 550 fire (957 total damage) [19 healing].
Arcli's Inner Demon gains 2% of a turn from Ancestral Life.
Arcli's Inner Demon gains 15% of a turn from Ancestral Life.
Arcli's Inner Demon uses Assault.
Arcli's Inner Demon performs a melee critical strike against Arcli!
Arcli's Inner Demon performs a melee critical strike against Arcli!
Arcli's Inner Demon breathes fire!
Arcli's Inner Demon's mind surges with critical power!
Arcli's Inner Demon breathes fire!
Arcli's Inner Demon's mind surges with critical power!
Arcli's Inner Demon gains 0% of a turn from Ancestral Life.
Arcli's Inner Demon breathes fire!
Arcli's Inner Demon's tinker attains critical power!
Arcli's Inner Demon performs a melee critical strike against Arcli!
Arcli's Inner Demon breathes fire!
Arcli's Inner Demon's mind surges with critical power!
Arcli's Inner Demon gains 0% of a turn from Ancestral Life.
Arcli's Inner Demon HEALS from fire damage!
Arcli killed Arcli's Inner Demon!
Arcli HEALS from fire damage!
Arcli's Inner Demon hits Arcli for (77 antimagic), 219 fire, 106 healing, 41 physical, 0 arcane, 760 physical, 7 mind, 17 physical, 0 arcane, (32 antimagic), 0 fire, 11 healing, (77 antimagic), 357 fire, 156 healing, (77 antimagic), 357 fire, 156 healing, (77 antimagic), 89 fire, 60 healing, (73 antimagic), 0 light, 1134 physical, 7 mind, 17 physical, 0 arcane, (32 antimagic), 0 fire, 11 healing, (77 antimagic), 357 fire (3362 total damage) [501 healing].
Melee retaliation hits Arcli's Inner Demon for (9 blocked), 0 lightning, (13 blocked), 0 fire, (11 blocked), 0 acid, (15 blocked), 0 physical, (23 blocked), 0 nature, (26 blocked), 0 cold, (4 resonance), 4 mind, (6 blocked), 0 light, (9 blocked), 0 lightning, (13 blocked), 0 fire, (11 blocked), 0 acid, (15 blocked), 0 physical, (23 blocked), 0 nature, (26 blocked), 0 cold, (2 resonance), 2 mind, (6 blocked), 0 light, (9 blocked), 0 lightning, (13 blocked), 0 fire, (11 blocked), 0 acid, (15 blocked), 0 physical, (23 blocked), 0 nature, (26 blocked), 0 cold, (4 resonance), 4 mind, (6 blocked), 0 light (10 total damage).
Arcli the level 48 cornac wyrmic was roasted to death by a Arcli's Inner Demon on level 7 of High Peak.
Arcli gains 50% of a turn from Ancestral Life.