Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.3 |
Addons | Glove Stats 1.0.6Shows glove combat stats with all classes. Alternate Talent Requirements 1.3.1Changes some talent categories to base their stat requirements on your highest stat from a given subset. These talents require the greater of Strength or Dexterity: These talents require the greater of Strength or Magic: These talents require the greater of Strength or Willpower: Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Deceiver class 1.3.1New release! Now in a playable state! New trees: Additional skills: Deathknight 1.3.1Adds the Deathknight class. See forum thread for details. Emblazoned 1.3.0Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents. Ashes of Urh'Rok 1.2.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Trench Strider Class 1.3.1Adds the Trench Strider class, a celestial character who wields battlefield control using cold, darkness, and physical damage. Special thanks to Nagyhal for code help and Trenggiling for the icons! This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack! Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Extra Dungeons 1.3.0In 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: Pepper Pack 1.3.1Adds classes, races, objects and other stuff into the game. Class: Performer / Bard Jacks of all trades, masters of none, Bards are known for being proficient in a vast array of talents, such as melee and ranged combat, spellcasting and performing capabilities and blend all of these styles into a very versatile mix. Race: Animal / Bunnymorph (& Kruk variant) Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. This transformation rendered them more fragile but gave them some special talents. Objects and other additions include rapiers, whips, harps, flutes, lutes, singing swords, a new item type (instrument), a new resource pool (melody), a new damage type (sound), a new escort type, a sizable amount of new egos centered around melody, sound damage, new talents and a handful of new artifacts. Thanks to rexorcorum for all the custom images and to game-icons.net for the custom icons. Doctornull's Class Pack 1.2.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Everything is Unique! 1.3.1Bite-Sized Update: You spawn at level 12, and can level up to a maximum of 200. Increase your rank as you slay your foes. You can see your kill counts and your rank experience in the quest log. 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. Midnight 1.3.1Adds 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. Prowler Class 1.3.3Adds the Prowler subclass, a hybrid Wilder that uses stealth and mobility to take down their foes. Uses a combination of standard Rogue and Wilder talents, four new Wild-Gift trees and two new Technique trees. Prowlers are wild-rogues that focus on agile melee combat with psiblades or daggers and use their strong will to augment their abilities and call nature to their bidding. Arcanum Class Pack 1.3.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Archreaver 1.3.1Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread. 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: magebow class v18 1.3.1Ignore 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: Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Verdant Class Pack 1.3.3Content is modular and various sections can be disabled via the options. Primary Features Druid Info Zigur: Categories: Werebeast Info Categories: Woodsman Info Categories: Summoner Info Two new summonable critters and revised summoning categories. New Categories: Wyrmic Info New Categories: Talent changes: |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Adventurer |
Level / Exp | 101 / 20% |
Size | big |
Lifes / Deaths | Killed by Velethra the assassin at level 11 on the 2nd Flare 122nd year of Ascendancy at 03:35 / 1 |
Primary Stats
Strength | 74 (base 28) |
Dexterity | 157 (base 100) |
Constitution | 68 (base 12) |
Magic | 27 (base 12) |
Willpower | 123 (base 100) |
Cunning | 141 (base 100) |
Resources
Hate | 100/100 |
Equilibrium | 32 |
Life | 2984/2984 |
Stamina | 632/632 |
Psi | 203/203 |
Healing Factor | 1.61 |
Regeneration | 28.035711828464 |
Speed
Mental | +116.96162350192% |
Attack | -48.784867001792% |
Movement | 0% |
Spell | 0% |
Global | +189.56552045447% |
Vision
Sight | 13 |
Lite | 5 |
Infravision | 12 |
See Stealth | 35 |
See Invisible | 40 |
ESP Range | 10 |
ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
Damage | 151 |
Accuracy | 80 |
Crit Chance | 155% |
APR | 75 |
Speed | 0.46 |
Offense: Offhand
Damage | 151 |
Accuracy | 80 |
Crit Chance | 155% |
APR | 75 |
Speed | 0.46 |
Offense: Spell
Spellpower | 0 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 72.575572731567 |
Crit Chance | 49% |
Speed | 1.9525478925047 |
Defense: Base
Armour (hardiness) | 99.627661385662 (100%) |
Defense | 67.004222027793 |
Ranged Defense | 72.754222027793 |
Fatigue | 0 |
Physical Save | 78.138485607742 |
Spell Save | 85.6368412223 |
Mental Save | 87.050788486194 |
Defense: Resistances
All | + 17%( 77%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 38% |
Poison Resistance | 20% |
Blind Resistance | 54% |
Silence Resistance | 44% |
Teleport Resistance | 10% |
Disarm Resistance | 41% |
Instadeath Resistance | 100% |
Knockback Resistance | 38% |
Inscriptions (3/3)
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 physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 846 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Symbiant | 1.00 |
| 8/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Wind drake aspect | 1.00 |
| 6/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Psiblade Combat | 1.00 |
| 6/5 |
| 1/5 |
| 10/5 |
| 7/5 |
Wild-gift / Stalker | 1.00 |
| 3/5 |
| 10/5 |
| 1/5 |
| 4/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Wild-curse / Tiger aspect | 1.00 |
| 1/5 |
| 9/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blink drake aspect | 1.00 |
| 1/5 |
| 7/5 |
| 6/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.00 |
| 7/5 |
| 1/5 |
| 3/5 |
| 9/5 |
Psionic / Psi-fighting | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Dual weapons | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
Wild-gift / Prowler | 1.00 |
| 2/5 |
| 8/5 |
| 8/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 6/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Eyals-embrace | 1.00 |
| 9/5 |
| 10/5 |
| 10/5 |
| 0/5 |
Wild-gift / Hunter | 1.00 |
| 6/5 |
| 9/5 |
| 1/5 |
| 10/5 |
Wild-gift / Mindstar mastery | 1.00 |
| 10/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Suppress Magic |
talent | Focus |
talent | Piercing Mind |
talent | Psiblades |
talent | Phased Wyrm |
talent | Precision |
talent | Augmentation |
talent | Beyond the Flesh |
talent | Wild Attunement |
talent | Rabid Fury |
talent | Symbiosis |
talent | Cloud Seer |
talent | Combat Focus |
Quests
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 successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by warg. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Charm Mastery (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 59. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within7 lumberjacks have died. | done |
Equipment
Psionic focus | Forestravage (81-121.5 power, 4 apr) Forestravage (81-121.5 power, 4 apr)Requires: - Strength 48 Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / battleaxe ; tier 5 It must be held with both hands. Base power: 81.0 - 121.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.6% crit / acc Armour Penetration: +4 Physical crit. chance: +13.0% Attack speed: 100% On weapon hit: * 34% chance to disease * Random elemental explosion * 25% chance to put talents on cooldown On weapon crit: * wounds the target reducing their healing * cripple the target * splashes the target with acid Damage (Melee): +42 blight / +28 acid Burst (radius 1) on hit: +12 nature When wielded/worn: Physical crit. chance: +33.0% Physical power: +38 (+8 eff.) Defense: +4 (+1 eff.) Ranged Defense: +4 (+1 eff.) Changes stats: +10 Con Changes resistances: +12% lightning / +6% nature / +6% light Changes resistances penetration: +23% acid / +19% physical / +23% cold / +24% fire / +24% lightning Poison immunity: +20% Silence immunity: +15% Disarm immunity: +41% Defense after a teleport: +5 Resist all after a teleport: +2% New effects duration reduction after a teleport: +10% Massive two-handed battleaxes. |
Light source | Zubers the brass lantern Zubers the brass lanternInfused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Damage when hit (Melee): 8 arcane Changes stats: +1 Dex / +4 Wil / +3 Cun Grants telepathy: Demon/Minor Demon/Major Critical mult.: +11.00% Mental save: +6 (+1 eff.) Light radius: +2 See stealth: +7 See invisible: +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | mindcaging dwarven-steel helm of precognition (8 def, 4 armour) mindcaging dwarven-steel helm of precognition (8 def, 4 armour)Requires: - Talent Armour Training Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Accuracy: +8 (+2 eff.) Armour: +4 Defense: +8 (+2 eff.) Fatigue: +4% Effects when hit in melee: * 15% chance to gain 10% of a turn Changes stats: +6 Cun Changes resistances: +15% mind Mental save: +19 (+4 eff.) Confusion immunity: +38% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)Requires: - Dexterity 16 Infused by nature 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +4 Defense: +1 (+0 eff.) Fatigue: +7% Changes stats: +4 Str / +4 Dex / +4 Cun Changes resistances: +10% nature / +20% cold Changes damage: +15% cold Light radius: +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
On hands | Silona (2 def, 1 armour) Silona (2 def, 1 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +1 Defense: +2 (+0 eff.) Ranged Defense: +2 (+0 eff.) Damage (Melee): 6 blight / 7 sound Changes stats: +2 Cun / +2 Mag Changes resistances: +6% lightning / +6% blight / +7% darkness / +6% sound Changes damage: +4% blight Reduces incoming crit damage: 15.00% Mental save: +25 (+5 eff.) Blindness immunity: +15% Disease immunity: +10% Teleport immunity: +10% Psi when hit: +0.04 Spell crit. chance: +4% Infravision radius: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Accuracy: +6 Armour Penetration: +1 Physical crit. chance: +6.0% Attack speed: 100% When this weapon hits: Soul Rot (20% chance level 1). When this weapon hits: Power Chord (10% chance level 1). When this weapon crits: Dominate (10% chance level 1). Damage (Melee): +8 darkness Burst (radius 2) on crit: +15 lightning / +6 blight It can be used to activate talent Track, placing all other charms into a 14 cooldown : Effective talent level: 2.0 Power cost: 14 out of 15/15. 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. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
On fingers | Wheel of Fate Wheel of FatePowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -5% Effects on melee hit: * 30% chance to disease Damage when hit (Melee): 4 mind / 4 blight Changes stats: +5 Cun / +5 Wil Changes resistances penetration: +5% mind Maximum encumbrance: +23 Blindness immunity: +22% Mindpower: +5 (+1 eff.) Infravision radius: +4 See stealth: +7 See invisible: +6 Can be unequipped or rerolled. It can be used to re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50, costing 1 power out of 1/1. "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
On fingers | titan's copper ring of power titan's copper ring of powerPowered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Changes stats: +3 Con Physical save: +6 (+2 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+1 eff.) Rings can have magical properties. |
Around neck | voratun amulet 'Stormwedge' voratun amulet 'Stormwedge'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 5 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +8 Physical crit. chance: +6.0% Armour: +8 Defense: +9 (+2 eff.) Fatigue: -10% Effects on melee hit: * 10% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning Changes stats: +6 Mag Changes resistances: +30% lightning / +3% temporal / +6% arcane / +30% sound Changes resistances cap: +7% all Changes damage: +15% blight / +12% fire / +30% temporal / +6% lightning Talent masteries: +0.33 Wild-gift / Storm drake aspect +0.33 Psionic / Augmented mobility Critical mult.: +38.00% Physical save: +21 (+5 eff.) Silence immunity: +29% Stun/Freeze immunity: +48% Life regen: +4.50 Mana each turn: +0.60 Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +60.00 Spellpower: +15 (+12 eff.) Amulets can have magical properties. |
In main hand | Aranne (8.5-9.35 power, 54 apr, mind damage) Aranne (8.5-9.35 power, 54 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 84% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +54 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 arcane Damage against: +10% Animal When wielded/worn: Damage (Melee): 8 nature Changes stats: +2 Mag Changes resistances penetration: +5% blight Changes damage: +3% arcane Mindpower: +13 (+3 eff.) Mental crit. chance: +3% Infravision radius: +2 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Around waist | Offaltyphoon OffaltyphoonInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Armour: +11 Defense: +11 (+3 eff.) Effects on melee hit: * Slows global speed by 30% Damage when hit (Melee): 12 nature Changes stats: +5 Str / +10 Dex / +5 Wil / +10 Cun / +8 Lck Changes resistances: +8% acid / +11% temporal / +8% cold / +8% fire / +9% nature / +30% lightning Changes damage: +3% lightning / +9% nature / +6% arcane Trap disarming bonus: +17 Stealth bonus: +11 Physical save: +46 (+10 eff.) Spell save: +16 (+3 eff.) Mental save: +16 (+3 eff.) Life regen: +1.80 Mindpower: +7 (+2 eff.) Infravision radius: +5 Healing mod.: +22% A belt that goes around your waist. |
In off hand | enlightened thorny mindstar of balance (8.5-9.35 power, 54 apr, mind damage) enlightened thorny mindstar of balance (8.5-9.35 power, 54 apr, mind damage)Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 84% Wil, 42% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +54 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes resistances: +19% light / +19% mind Physical save: +7 (+2 eff.) Spell save: +7 (+1 eff.) Mental save: +6 (+1 eff.) Equilibrium when hit: +1.20 Mindpower: +13 (+3 eff.) Mental crit. chance: +3% See stealth: +16 See invisible: +17 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | shadow cashmere cloak of sorcery (2 def, 0 armour) shadow cashmere cloak of sorcery (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +5 Mag / +4 Wil Changes resistances: +16% darkness Changes resistances penetration: +14% darkness Changes damage: +17% darkness Stealth bonus: +17 Spell crit. chance: +7% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | radiant drakeskin leather armour of command (17 def, 14 armour) radiant drakeskin leather armour of command (17 def, 14 armour)Requires: - Strength 20 Infused by nature Infused by psionic forces 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +17 (+4 eff.) Fatigue: +8% Damage when hit (Melee): 14 light Changes stats: +5 Cun / +5 Wil Changes resistances: +22% blight / +30% darkness Mental save: +25 (+5 eff.) Light radius: +2 A suit of armour made of leather. |
Inventory
healing infusion of the duelist (heal 400) healing infusion of the duelist (heal 400)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 400 and cleanse 1 wound and poison effect. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Blood of Life Blood of LifeInfused by nature 0.40 Encumbrance. [Unique] Type: potion / potion It can be used to quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
Rune of the Rift (642.00 temporal damage, removed from time 4 turns) Rune of the Rift (642.00 temporal damage, removed from time 4 turns)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 6 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 834.60 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
clarifying steel amulet of healing clarifying steel amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% mind Cut immunity: +50% Confusion immunity: +24% Healing mod.: +16% It can be used to activate talent Heal, placing all other charms into a 32 cooldown : Effective talent level: 1.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 282 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
grounding steel amulet of mastery (0.14 Cursed / Darkness) grounding steel amulet of mastery (0.14 Cursed / Darkness)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +10% lightning Talent mastery: +0.14 Cursed / Darkness Stun/Freeze immunity: +22% Amulets can have magical properties. |
stralite amulet 'Stormspawner' stralite amulet 'Stormspawner'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +26 (+5 eff.) Effects on melee hit: * 30% chance to daze * 20% chance to gain 10% of a turn Damage when hit (Melee): 8 lightning / 4 temporal Changes resistances: +3% lightning Changes resistances penetration: +20% lightning / +5% temporal Changes damage: +24% physical Talent mastery: +0.34 Cursed / Darkness Teleport immunity: +50% Combat speed: +30% It can be used to teleport you randomly (rad 57), putting all charms on cooldown for 14 turns. Amulets can have magical properties. |
titan's copper ring titan's copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +6 (+2 eff.) Rings can have magical properties. |
steel battleaxe of the mystic (23-34.5 power, 2 apr) steel battleaxe of the mystic (23-34.5 power, 2 apr)Requires: - Strength 16 Powered by arcane forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 23.0 - 34.5 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Mag / +3 Wil Spellpower: +10 (+7 eff.) Massive two-handed battleaxes. |
cutting iron greatmaul of daylight (18-27 power, 1 apr) cutting iron greatmaul of daylight (18-27 power, 1 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 1 It must be held with both hands. Base power: 18.0 - 27.0 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.4% crit / acc Accuracy bonus: +0.1% dam / acc Armour Penetration: +1 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +9 light Damage against: +9% Undead Massive two-handed mauls. |
thunderous dwarven-steel greatmaul of crippling (43.5-65.25 power, 2 apr) thunderous dwarven-steel greatmaul of crippling (43.5-65.25 power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 43.5 - 65.3 Uses stat: 72% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +1.5% Attack speed: 100% On weapon hit: * 16% chance to daze On weapon crit: * cripple the target When wielded/worn: Physical crit. chance: +14.0% Changes stats: +3 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances penetration: +16% lightning Massive two-handed mauls. |
arcing iron longsword of massacre (15.5-21.7 power, 2 apr) arcing iron longsword of massacre (15.5-21.7 power, 2 apr)Requires: - Strength 11 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 15.5 - 21.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to arc to a second target Damage (Melee): +5 lightning Sharp, long, and deadly. |
iron longsword (10.5-14.7 power, 2 apr) iron longsword (10.5-14.7 power, 2 apr)Requires: - Strength 11 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 10.5 - 14.7 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +2 Physical crit. chance: +2.5% Attack speed: 100% Sharp, long, and deadly. |
iron mace of erosion (13-18.2 power, 2 apr) iron mace of erosion (13-18.2 power, 2 apr)Requires: - Strength 11 Infused by nature 3.00 Encumbrance. Type: weapon / mace ; tier 1 Base power: 13.0 - 18.2 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 Physical crit. chance: +0.5% Attack speed: 100% Damage (Melee): +5 nature / +5 temporal Blunt and deadly. |
sonic stralite mace of erosion (36-50.4 power, 17 apr) sonic stralite mace of erosion (36-50.4 power, 17 apr)Requires: - Strength 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mace ; tier 4 Base power: 36.0 - 50.4 Uses stat: 60% Wil Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +17 Physical crit. chance: +2.5% Attack speed: 100% Damage (Melee): +12 temporal / +9 nature / +10 sound When wielded/worn: Changes resistances: +7% sound Blunt and deadly. |
gifted vined mindstar of winter (6-6.6 power, 18 apr, mind damage) gifted vined mindstar of winter (6-6.6 power, 18 apr, mind damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 6.0 - 6.6 Uses stats: 35% Wil, 15% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% Damage (Melee): +5 cold / +4 temporal When wielded/worn: Changes resistances: +6% light / +6% fire Changes damage: +6% cold / +5% darkness / +8% temporal Mindpower: +10 (+2 eff.) Mental crit. chance: +2% Infravision radius: +3 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mossy mindstar (2.5-2.75 power, 12 apr, mind damage) mossy mindstar (2.5-2.75 power, 12 apr, mind damage)Requires: - Willpower 11 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 1 Base power: 2.5 - 2.8 Uses stats: 30% Wil, 10% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +12 Physical crit. chance: +2.5% Attack speed: 100% When wielded/worn: Mindpower: +2 (+0 eff.) Mental crit. chance: +1% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of the jelly (5-5.5 power, 18 apr, nature damage) vined mindstar of the jelly (5-5.5 power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Base power: 5.0 - 5.5 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Changes damage: +3% acid Equilibrium when hit: +0.60 Mindpower: +4 (+1 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Girdle of the Calm Waters Girdle of the Calm WatersInfused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +20% blight / +20% cold / +20% nature Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shadow cashmere cloak of the Shaloren (2 def, 0 armour) shadow cashmere cloak of the Shaloren (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes stats: +3 Mag / +3 Wil Changes resistances: +18% darkness Changes resistances penetration: +6% darkness Changes damage: +16% darkness Stealth bonus: +17 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe of fervor (2 def, 0 armour) linen robe of fervor (2 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Armour penetration: +6 Physical crit. chance: +4.0% Physical power: +6 (+1 eff.) Defense: +2 (+0 eff.) Physical save: +14 (+3 eff.) Combat speed: +10% It can be used to activate talent Shattering Shout, placing all other charms into a 32 cooldown : Effective talent level: 5.0 Power cost: 32 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Release a powerful shout, doing 275.30 physical damage in a radius 8 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 2 When wielded/worn: Armour: +1 Defense: +2 (+0 eff.) Fatigue: +2% Changes stats: +3 Cun Talent mastery: +0.20 Cunning / Survival It can be used to boost speed by 70% (based on Cunning), costing 45 power out of 50/50. The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 When used to modify unarmed attacks: Base power: 6.5 - 7.2 Uses stats: 24% Wil, 64% Cun Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +1 Physical crit. chance: +1.0% Attack speed: 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
miner's iron helm of the depths (0 def, 5 armour) miner's iron helm of the depths (0 def, 5 armour)Requires: - Talent Armour Training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +5 Fatigue: +5% Changes resistances: +6% cold Allows you to breathe in: water Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather armour (1 def, 2 armour) rough leather armour (1 def, 2 armour)Requires: - Strength 10 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% A suit of armour made of leather. |
agate agate0.00 Encumbrance. Type: gem / black ; 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: Acid Gems can be sold for money or used in arcane rituals. |
80 alchemist agate 80 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
onyx onyx0.00 Encumbrance. Type: gem / black ; 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: Acid 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: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 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. |
4 topaz 4 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) When used to imbue an object: Defense: +2 (+0 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 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. |
brass lantern 'Turuzilathad' brass lantern 'Turuzilathad'Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Effects on melee hit: * 30% chance to gain 10% of a turn Damage when hit (Melee): 4 temporal Changes stats: +2 Con Changes resistances: +7% blight / +6% acid Changes resistances penetration: +15% acid Mental save: +6 (+1 eff.) Life regen: +1.40 Light radius: +2 See stealth: +6 See invisible: +7 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. |
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 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/2) Rod of Recall (1/2)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 180 power out of 357/400. 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. |
3 amethyst 3 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz 2 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light 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: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Rebiock the Cornac Adventurer level 11
6th Mirth 122nd year of Ascendancy at 09:14 see stats
By Rebiock the Cornac Adventurer level 58
10th Flare 122nd year of Ascendancy at 11:08 see stats
By Rebiock the Cornac Adventurer level 10
77th Pyre 122nd year of Ascendancy at 23:59 see stats
By Rebiock the Cornac Adventurer level 20
3rd Flare 122nd year of Ascendancy at 20:56 see stats
By Rebiock the Cornac Adventurer level 30
6th Flare 122nd year of Ascendancy at 16:02 see stats
By Rebiock the Cornac Adventurer level 40
7th Flare 122nd year of Ascendancy at 11:07 see stats
By Rebiock the Cornac Adventurer level 50
9th Flare 122nd year of Ascendancy at 08:14 see stats
By Rebiock the Cornac Adventurer level 82
6th Dusk 122nd year of Ascendancy at 04:58 see stats
By Rebiock the Cornac Adventurer level 11
78th Pyre 122nd year of Ascendancy at 00:07 see stats
By Rebiock the Cornac Adventurer level 99
7th Dusk 122nd year of Ascendancy at 16:54 see stats
Log
You somehow avoid the trap (Nature's Emporium).
You somehow avoid the trap (Nature's Punch).
You somehow avoid the trap (Horman's Plates).
You somehow avoid the trap (Slash & Dash).
Ran for 1 turns (stop reason: didn't move).
Today is the 12nd Dusk of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
You somehow avoid the trap (Slice & Dice).
You somehow avoid the trap (Nature's Emporium).
Ran for 4 turns (stop reason: didn't move).
Saving done.
Rebiock deactivates Piercing Mind.
Rebiock loses Piercing Mind.
Rebiock deactivates Psiblades.
Rebiock deactivates Symbiosis.
Rebiock deactivates Augmentation.
Rebiock deactivates Precision.
Rebiock deactivates Cloud Seer.
Rebiock deactivates Phased Wyrm.
Rebiock deactivates Beyond the Flesh.
Rebiock deactivates Wild Attunement.
Rebiock is no longer attuned to nature.
Rebiock deactivates Combat Focus.
Rebiock loses Combat Focus.
Rebiock deactivates Rabid Fury.
Rebiock deactivates Focus.
Rebiock has lost focus!
Rebiock deactivates Suppress Magic.