Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.9 |
Addons | Spellsword 1.3.3This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Auto-Transmo Gems 1.1.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Deathknight 1.4.4Adds the Deathknight class. See forum thread for details. Enhanced Wield Replace 1.3.0Allows 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. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. More Tales 1.2.5More Tales of Maj'Eyal - New quests and zones. New start zone for Shaloren, cos the Scintillating Caves is a bit mean. New zone for Thaloren, extending the Madness of the Ages quest. Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Eternal Darkness 1.4.4Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Extra Dungeons 1.4.8In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.4.5Quality 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. Ignore Race/Class Locks 1.1.0Modifies 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: Doctornull's Tweak Pack 1.4.2A collection of tweaks for existing ToME content. New Gem Types 1.4.2Adds 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! Items Vault 1.4.8Donators/Buyers bonus! Assassin 1.4.5Reworks the Rogue class. Midnight 1.4.8Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Restart Sustains 1.0.5Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Select your Escorts 1.4.8Allows 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. Arcanum Class Pack 1.4.8Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Necromancy Compatibility 1.3.1Sneaks in after Necromancy+, Eternal Darkness and Deathknight are done and makes all their stuff coexist. Probably makes Necromancers OP. Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Exponential Leveling 1.4.8Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Logical Alchemists 1.4.6Makes alchemists focus on creating elixirs that you are not currently helping them with. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Faster Adventurer Levelup 1.0.5Removes all the unwanted categories from the level up screen so it runs smoothly. Enhanced Object Compare 1.4.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Higher |
Class | Temporal Warden |
Level / Exp | 93 / 84% |
Size | huge |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 149 (base 75) |
Dexterity | 144 (base 100) |
Constitution | 106 (base 75) |
Magic | 133 (base 100) |
Willpower | 166 (base 100) |
Cunning | 143 (base 82) |
Resources
Mana | 2637/2637 |
Equilibrium | 20 |
Life | 6001/6526 |
Stamina | 1676/1676 |
Paradox | 300 |
Healing Factor | 1.05 |
Regeneration | 45.5805 |
Speed
Mental | +78.25% |
Attack | +78.25% |
Movement | +355.81007498879% |
Spell | +78.25% |
Global | +228.23164472664% |
Vision
Sight | 16 |
Lite | 5 |
Infravision | 16 |
See Stealth | 204.59858509738 |
See Invisible | 216.59858509738 |
ESP Range | 10 |
ESP Kinds | dragon |
Offense: Mainhand
Damage | 504 |
Accuracy | 111 |
Crit Chance | 203% |
APR | 24 |
Speed | 0.56 |
Offense: Offhand
Damage | 190 |
Accuracy | 111 |
Crit Chance | 215% |
APR | 38 |
Speed | 0.50 |
Offense: Spell
Spellpower | 123 |
Crit Chance | 100% |
Speed | 0.56100981767181 |
Offense: Mind
Mindpower | 143 |
Crit Chance | 100% |
Speed | 0.56100981767181 |
Offense: Damage Bonus
All | 0% |
Defense: Base
Armour (hardiness) | 85.7 (50%) |
Defense | 108 |
Ranged Defense | 108 |
Fatigue | 0 |
Physical Save | 93 |
Spell Save | 83 |
Mental Save | 88 |
Defense: Resistances
All | + 24%( 75%) |
Defense: Immunities
Disarm Resistance | 50% |
Confusion Resistance | 56% |
Instadeath Resistance | 100% |
Stun Resistance | 35% |
Poison Resistance | 38% |
Blind Resistance | 60% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random mental effect and reduce all damage taken by 25% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 60 life over 5 turns. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 649 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Class Talents
Chronomancy / Threaded Combat | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Chronomancy / Spacetime Folding | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Chronomancy / Blade Threading | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Chronomancy / Bow Threading | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Chronomancy / Stasis | 1.30 |
| 9/5 |
| 9/5 |
| 7/5 |
| 7/5 |
Chronomancy / Speed Control | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 7/5 |
Chronomancy / Temporal Combat | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Spell / Enhancement | 1.00 |
| 9/5 |
| 5/5 |
| 9/5 |
| 9/5 |
Chronomancy / Temporal Guardian | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 9/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 9/5 |
| 5/5 |
| 5/5 |
| 9/5 |
Chronomancy / Chronomancy | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 6/5 |
Chronomancy / Spacetime Weaving | 1.50 |
| 9/5 |
| 9/5 |
| 6/5 |
| 9/5 |
Race / Higher | 1.20 |
| 8/5 |
| 9/5 |
| 9/5 |
| 7/5 |
Technique / Combat training | 1.50 |
| 9/5 |
| 9/5 |
| 9/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Harmony | 1.20 |
| 7/5 |
| 9/5 |
| 7/5 |
| 7/5 |
Technique / Conditioning | 1.10 |
| 9/5 |
| 9/5 |
| 9/5 |
| 5/5 |
Chronomancy / Fate Weaving | 1.30 |
| 9/5 |
| 7/5 |
| 9/5 |
| 9/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Fiery Hands |
talent | Weapon Folding |
talent | Phase Pulse |
talent | Inner Power |
talent | Temporal Hounds |
talent | Elemental Harmony |
talent | Shock Hands |
talent | Contingency |
talent | Daunting Presence |
beneficial effect | Physical damage increased by 15%. Born into Magic |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target's accuracy and power have been increased by 48. 3 Fateweaver |
beneficial effect | Increases global speed by 69%. Elemental Harmony |
beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
beneficial effect | The target's defense and saves have been increased by 48. 3 Spin |
beneficial effect | The target is moving is 160% faster. 3 Celerity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Trollmire. Escort: lost anorithil (level 3 of Trollmire)As a reward you improved Magic by +1. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +2. | done |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
Equipment
On feet | Runosus the pair of rough leather boots (2 def, 1 armour) Runosus the pair of rough leather boots (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Physical crit. chance: +2.0% Physical power: +4 (+1 eff.) Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Fatigue: +1% Changes resistances: +6% fire Changes resistances penetration: +7% physical Mental save: +3 (+0 eff.) Poison immunity: +20% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% A pair of boots made of leather. |
Light source | Emelunn EmelunnInfused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Changes stats: +2 Str / +3 Dex / +4 Wil Critical mult.: +11.00% Maximum encumbrance: +20 Life regen: +0.40 Light radius: +5 Healing mod.: +5% A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | cashmere wizard hat 'Singewrack' (2 def, 0 armour) cashmere wizard hat 'Singewrack' (2 def, 0 armour)Powered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Damage when hit (Melee): 20 fire Changes stats: +11 Cun / +17 Wil Changes resistances: +9% fire / +6% mind / +24% cold Changes resistances penetration: +15% fire Changes damage: +11% temporal / +11% light / +11% physical / +12% fire / +16% cold / +15% nature / +11% darkness Physical save: +11 (+2 eff.) Life regen: +3.30 Equilibrium when hit: +2.10 Psi when hit: +2.00 Hate when hit: +2.10 Mindpower: +10 (+1 eff.) Damage Shield Power: +11% A pointy cloth hat, very wizardly... |
On hands | Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)Powered by arcane forces Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 2 When wielded/worn: Changes stats: +3 Mag Changes resistances: +8% darkness / +8% temporal Changes resistances penetration: +10% darkness / +10% temporal Changes damage: +8% darkness / +8% temporal N.Energy each turn: +0.20 Spellpower on spell critical (stacks up to 3 times): +4 Spellpower: +2 (+0 eff.) Spell crit. chance: +3% When used to modify unarmed attacks: Base power: 14.0 - 15.4 Uses stats: 70% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +3 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Mind Blast (10% chance level 1). When this weapon hits: Shadow Simulacrum (15% chance level 1). When this weapon hits: Turn Back the Clock (10% chance level 1). Damage conversion: 100% temporal darkness Talent on hit(spell): Dust to Dust (10% chance level 2). Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | Shard of Crystalized Time Shard of Crystalized TimePowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+0 eff.) Changes stats: +4 Wil / +2 Con Changes damage: +7% temporal Reduces paradox anomalies(equivalent to willpower): +10 An iridescent shard of violet crystal. Its light ebbs and flows, sometimes fast and sometimes slow, keeping pace with the chaotic streams of time itself. It makes you feel both old and young, a newborn child and an ancient being, your flesh simply one instance in a thousand refractions of a single timeless and eternal soul. |
On fingers | Ce'Nykira the Murkschism Ce'Nykira the MurkschismInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to corrode armour * 40% chance to inflict damage reduction Damage when hit (Melee): 12 acid Changes stats: +5 Wil / +5 Cun / +4 Con Changes resistances: +24% lightning Changes damage: +12% lightning / +3% darkness / +6% acid Maximum encumbrance: +23 Physical save: +8 (+2 eff.) Mental save: +7 (+1 eff.) Confusion immunity: +24% Mindpower: +7 (+1 eff.) Rings can have magical properties. |
On fingers | gold ring 'Goldir' gold ring 'Goldir'Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +10 Defense: +9 (+1 eff.) Damage when hit (Melee): 4 mind Changes stats: +1 Str / +2 Con Changes resistances: +8% blight / +2% physical / +6% nature Critical mult.: +6.00% Poison immunity: +18% Disease immunity: +19% Stun/Freeze immunity: +35% Life regen: +1.10 Hate when firing a critical mind attack: +1.00 Maximum hate: +4.00 It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.0 Power cost: 6 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. Rings can have magical properties. |
Around neck | Nerybrema NerybremaPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Armour: +6 Defense: +8 (+1 eff.) Damage (Melee): 8 light / 9 darkness Effects when hit in melee: * 11% chance to inflict damage reduction * 7% chance to blind Changes stats: +2 Str / +5 Mag / +5 Wil Changes resistances: +5% arcane Changes resistances cap: +5% all Changes resistances penetration: +10% physical Changes damage: +10% darkness / +3% arcane / +10% light Reduces incoming crit damage: 5.00% Physical save: +16 (+3 eff.) Mental save: +20 (+4 eff.) Confusion immunity: +32% Stamina each turn: +0.20 Maximum life: +30.00 Mindpower: +18 (+2 eff.) Amulets can have magical properties. |
In main hand | Dawngore the voratun mace (60.5-84.7 power, 6 apr) Dawngore the voratun mace (60.5-84.7 power, 6 apr)Requires: - Magic 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 5 Base power: 60.5 - 84.7 Uses stats: 150% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.1% dam / acc Armour Penetration: +6 Physical crit. chance: +3.0% Attack speed: 100% Burst (radius 2) on crit: +20 ice When wielded/worn: Accuracy: +12 (+2 eff.) Armour: +15 Effects on melee hit: * 40% chance to gain 10% of a turn * 40% chance to blind Changes stats: +5 Str Changes resistances penetration: +11% cold Changes damage: +12% physical Stamina when hit: +2.50 Blunt and deadly. |
Around waist | Nerewe the hardened leather belt Nerewe the hardened leather beltPowered by arcane forces Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +16.0% Physical power: +23 (+3 eff.) Changes stats: +5 Str / +12 Dex / +5 Mag / +6 Wil / +10 Cun / +7 Con / +8 Lck Changes resistances: +6% light / +6% temporal Critical mult.: +10.00% Trap disarming bonus: +17 Stealth bonus: +11 Physical save: +28 (+6 eff.) Spell save: +11 (+3 eff.) Mental save: +9 (+2 eff.) Spell crit. chance: +5% Mindpower: +8 (+1 eff.) Mental crit. chance: +11% Infravision radius: +5 See invisible: +12 Size category: +2 A belt that goes around your waist. |
In off hand | Swordbreaker (25-32.5 power, 20 apr) Swordbreaker (25-32.5 power, 20 apr)Requires: - Dexterity 10 - Cunning 10 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 30% Wil, 50% Dex, 50% Mag, 50% Cun Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +15.0% Attack speed: 111% On weapon crit: * Breaks enemy weapon. When wielded/worn: Armour Hardiness: +20% Defense: +15 (+2 eff.) Changes stats: +8 Cun / +8 Dex Talent granted: +1 Dagger Block Physical save: +15 (+3 eff.) Disarm immunity: +50% 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. |
Cloak | murderer's cashmere cloak of fog (10 def, 0 armour) murderer's cashmere cloak of fog (10 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour penetration: +8 Defense: +10 (+1 eff.) Changes stats: +4 Cun / +4 Dex Changes resistances: +19% light / +19% fire Stealth bonus: +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Xagamina the drakeskin leather armour (5 def, 8 armour) Xagamina the drakeskin leather armour (5 def, 8 armour)Requires: - Strength 20 Powered by arcane forces Crafted by a master Infused by psionic forces 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Physical crit. chance: +6.0% Physical power: +9 (+1 eff.) Armour: +8 Defense: +5 (+0 eff.) Fatigue: +8% Damage (Melee): 19 acid / 22 fire Damage when hit (Melee): 14 acid / 14 fire Changes stats: +2 Str / +8 Wil / +7 Cun Changes resistances: +22% acid / +23% fire / +8% mind / +10% physical Changes resistances penetration: +10% arcane Grants telepathy: Dragon Critical mult.: +19.00% Physical save: +44 (+8 eff.) Mental save: +38 (+7 eff.) Only die when reaching: -20.00 life Maximum life: +30.00 A suit of armour made of leather. |
Inventory
This item will automatically be transmogrified when you leave the level. elemental stralite greatsword of shearing (49.5-79.2 power, 3 apr)elemental stralite greatsword of shearing (49.5-79.2 power, 3 apr) Requires: - Magic 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 49.5 - 79.2 Uses stats: 170% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% On weapon hit: * Random elemental explosion When wielded/worn: Armour penetration: +19 Changes resistances penetration: +21% acid / +19% physical / +21% cold / +21% fire / +21% lightning Changes damage: +19% physical Massive two-handed swords. |
Xanytha the Growthbore Xanytha the GrowthboreRequires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 On weapon hit: * 20% chance to cause random gloom Damage (Ranged): +10 fire Burst (radius 1) on hit: +2 nature When wielded/worn: Accuracy: +5 (+1 eff.) Physical crit. chance: +10.0% Changes resistances penetration: +5% nature / +15% physical Changes damage: +3% mind / +14% fire / +30% nature / +28% physical Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Pinning Shot (-1 turn) Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Zuberemina the elven-wood longbowZuberemina the elven-wood longbow Requires: - Dexterity 35 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Base power: 0.0 - 0.0 Uses stats: 50% Mag, 30% Wil Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +9 Damage (Ranged): +15 acid Burst (radius 1) on hit: +4 temporal When wielded/worn: Changes resistances: +9% acid Changes damage: +26% acid / +6% temporal / +6% physical Mental save: +9 (+2 eff.) Stamina each turn: +0.20 Maximum psi: +50.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. alchemist's dwarven-steel gauntlets (0 def, 2 armour)alchemist's dwarven-steel gauntlets (0 def, 2 armour) Requires: - Talent Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Damage (Melee): 8 acid / 8 fire / 8 cold / 8 lightning Changes stats: +4 Mag / +4 Wil When used to modify unarmed attacks: Base power: 21.5 - 30.1 Uses stats: 50% Mag, 40% Cun, 30% Wil, 40% Mag, 40% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Physical crit. chance: +8.0% Attack speed: 83% Damage (Melee): +13 ice / +18 fire / +18 acid / +19 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
This item will automatically be transmogrified when you leave the level. iron mail armour 'Sulfursweep' (9 def, 9 armour)iron mail armour 'Sulfursweep' (9 def, 9 armour) Requires: - Strength 14 - Talent Armour Training Powered by arcane forces Crafted by a master Infused by psionic forces 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 1 When wielded/worn: Armour: +9 Defense: +9 (+1 eff.) Fatigue: +19% Damage when hit (Melee): 4 nature Changes stats: +8 Str / +5 Wil / +7 Cun / +9 Con Changes resistances: +18% lightning / +13% physical / +19% darkness / -6% light / +25% fire / +12% arcane / +18% cold Reduces incoming crit damage: 10.00% Physical save: +18 (+4 eff.) Spell save: +18 (+4 eff.) Mental save: +32 (+6 eff.) Cut immunity: +5% Only die when reaching: -20.00 life Maximum life: +44.00 Maximum hate: +2.00 Mindpower: +4 (+0 eff.) Light radius: +2 Heals friendly targets nearby when you use a nature summon: +20 It can be used to activate talent Track, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 42 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. tempestuous reinforced leather armour (17 def, 7 armour)tempestuous reinforced leather armour (17 def, 7 armour) Requires: - Strength 18 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +7 Defense: +17 (+2 eff.) Ranged Defense: +17 (+3 eff.) Fatigue: +8% Damage (Melee): 9 lightning Damage (Ranged): 9 lightning Changes resistances: +26% lightning / +26% cold A suit of armour made of leather. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Stun/Freeze immunity: +40% When used to imbue an object: Stun/Freeze immunity: +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
5 agate 5 agate0.00 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. |
283 alchemist agate 283 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when hit (Melee): 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Defense: +20 (+3 eff.) Changes damage: +6% all When used to imbue an object: Defense: +20 (+3 eff.) Changes damage: +6% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 verdite 4 verdite0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +10 (+1 eff.) Changes damage: +2% all When used to imbue an object: Defense: +10 (+1 eff.) Changes damage: +2% all Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
2 carnelian 2 carnelian0.00 Encumbrance. Type: gem / red ; tier 2 When wielded/worn: Combat speed: +4% Casting speed: +4% Mental speed: +4% When used to imbue an object: Combat speed: +4% Casting speed: +4% Mental speed: +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Combat speed: +6% Casting speed: +6% Mental speed: +6% When used to imbue an object: Combat speed: +6% Casting speed: +6% Mental speed: +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.00 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. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 114 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. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
2 geode 2 geode0.00 Encumbrance. Type: gem / stone ; tier 3 When wielded/worn: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% When used to imbue an object: Life regen: +1.50 Stamina each turn: +0.60 Mana each turn: +0.60 Psi each turn: +0.60 Healing mod.: +10% Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
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: Physical 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: Physical Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.00 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: Arcane Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 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: Arcane Gems can be sold for money or used in arcane rituals. |
3 sugilite 3 sugilite0.00 Encumbrance. Type: gem / violet ; tier 3 When wielded/worn: Changes resistances penetration: +6% all Critical mult.: +6.00% When used to imbue an object: Changes resistances penetration: +6% all Critical mult.: +6.00% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 opal 3 opal0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Armour: +12 Changes resistances: +3% all When used to imbue an object: Armour: +12 Changes resistances: +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 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. |
zircon zircon0.00 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. |
2 citrine 2 citrine0.00 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. |
tiger's eye tiger's eye0.00 Encumbrance. Type: gem / yellow ; tier 3 When wielded/worn: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% When used to imbue an object: Physical crit. chance: +6.0% Spell crit. chance: +6% Mental crit. chance: +6% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Slusnr the Higher Temporal Warden level 51
9th Mirth 122nd year of Ascendancy at 19:03 see stats
By Slusnr the Higher Temporal Warden level 52
10th Mirth 122nd year of Ascendancy at 00:03 see stats
By Slusnr the Higher Temporal Warden level 58
4th Flare 122nd year of Ascendancy at 04:59 see stats
By Slusnr the Higher Temporal Warden level 10
77th Pyre 122nd year of Ascendancy at 05:36 see stats
By Slusnr the Higher Temporal Warden level 20
7th Mirth 122nd year of Ascendancy at 13:49 see stats
By Slusnr the Higher Temporal Warden level 30
8th Mirth 122nd year of Ascendancy at 05:20 see stats
By Slusnr the Higher Temporal Warden level 40
9th Mirth 122nd year of Ascendancy at 12:26 see stats
By Slusnr the Higher Temporal Warden level 50
9th Mirth 122nd year of Ascendancy at 18:56 see stats
By Slusnr the Higher Temporal Warden level 73
4th Flare 122nd year of Ascendancy at 21:30 see stats
By Slusnr the Higher Temporal Warden level 35
8th Mirth 122nd year of Ascendancy at 19:11 see stats
By Slusnr the Higher Temporal Warden level 30
8th Mirth 122nd year of Ascendancy at 05:21 see stats
By Slusnr the Higher Temporal Warden level 64
4th Flare 122nd year of Ascendancy at 16:05 see stats
By Slusnr the Higher Temporal Warden level 36
9th Mirth 122nd year of Ascendancy at 05:16 see stats
By Slusnr the Higher Temporal Warden level 31
8th Mirth 122nd year of Ascendancy at 08:08 see stats
By Slusnr the Higher Temporal Warden level 17
4th Mirth 122nd year of Ascendancy at 11:08 see stats
By Slusnr the Higher Temporal Warden level 9
77th Pyre 122nd year of Ascendancy at 05:36 see stats
Log
Slusnr performs a melee critical strike against Ogre pounder!
Ogre pounder is not dazed anymore.
Elven warrior slows down.
Mean looking elven guard slows down.
Ogre pounder slows down.
Slusnr's temporal clone warps space-time to equip: Crackletooth the elm longbow
Duathelworm the quiver of elven-wood arrows.
Slusnr's temporal clone deactivates Contingency.
Slusnr calls forth a temporal warden from another timeline.
Slusnr performs a melee critical strike against Ogre pounder!
Elven warrior is nearing the end.
Mean looking elven guard is nearing the end.
Slusnr performs a melee critical strike against Ogre pounder!
Slusnr hits Mean looking elven guard for 228 physical, 23 cold, 208 temporal, 23 cold (483 total damage).
Slusnr hits Ogre pounder for (32 resist armour), 1530 physical, , (10 resist armour), 0 light, (32 resist armour), 14 lightning, (32 resist armour), 70 fire, , (20 resist armour), 0 acid, , , (12 resist armour), 0 darkness, (32 resist armour), 196 physical, (32 resist armour), 82 temporal, (19 resist armour), 0 cold, (32 resist armour), 1880 physical (3773 total damage).
Slusnr hits Elven warrior for 203 physical, 23 cold, 208 temporal, 23 cold (458 total damage).
Slusnr killed Ogre pounder!
Slusnr stops weaving fate.
Slusnr is less impervious to physical effects.
Slusnr deactivates Fiery Hands.
Slusnr deactivates Daunting Presence.
Slusnr deactivates Inner Power.
Slusnr deactivates Elemental Harmony.
Slusnr deactivates Contingency.
Slusnr deactivates Shock Hands.
Slusnr deactivates Temporal Hounds.
Slusnr is no longer surging arcane power.
Slusnr deactivates Phase Pulse.
Slusnr deactivates Weapon Folding.
Slusnr stops spinning fate.