
















Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Blighted Class 1.3.0Adds the Blighted class, an afflicted character who excels at dealing mind and blight damage to a single target. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. 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. Extra Dungeons 1.6.7In 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: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Class: Martyr 1.7.0A new demented class, the Martyr. This addon requires the Forbidden Cults DLC to function. Unlike the magical folk of the Hidden Sanctuary, Martyrs' Insanity manifests in mental powers. New Talents: Advanced Talents: Old Talents: Korean Translation by khelerd https://te4.org/games/addons/tome/kotr-martyr is included Class: The Lost 1.7.4Note: This is the first release and balance may be weird because I am not very good at balancing things. If you want a bit more polished class, wait a few days. Class Details + 4 Dex / +4 Will / +3 Cun Starting Life - 110 (as Archer and Cursed) -- Class Skills New trees: Twisted 1.3 -- Utility Skills Shroud 1.3 -- Stealth Skills -- Generic Skills Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
The Returned 1.3.0Adds a new playable race; those returned to life by Eyal as punishment for their sins or reward for their service. Inextricably linked to the cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Doctornull's Class Pack 1.5.10This 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. Doctornull's Tweak Pack 1.5.10A collection of tweaks for existing ToME content. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.7.0Donators/Buyers bonus! Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Midnight 1.6.7Adds 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. Effigy Race 1.3.1Adds the Effigy race, artificial constructs created to carry the spirits of the dead. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! 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! No Ruined Dungeon Puzzle 1.7.4Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. Half-Finished Bone Giant Nerf 1.2.3Modifies the Half-Finished Bone Giant undead starting dungeon boss to be less overpowered: Witherer Class 1.7.4The Witherer is a Corruptor that focusses on slowly killing their enemies. Necromancy+ 1.7.2Features: 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 Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers Empyreal 1.4.0Adds the Empyreal class, using gravity and the new celestial trees from Embers. Errors without it. This addon is now DEPRECATED and will cause bugs. Instead, please use the Celestial Oddities pack. That said, I don't think the Empyreal is working correctly, and it might be beyond my abilities to fix it. Sorry! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Higher |
Class | Adventurer |
Level / Exp | 46 / 3% |
Size | medium |
Lifes / Deaths | Killed by forest troll at level 1 on the 74th Pyre 122nd year of Ascendancy at 16:29 / 34Killed by broken golem at level 1 on the 74th Pyre 122nd year of Ascendancy at 17:33 Killed by broken golem at level 1 on the 74th Pyre 122nd year of Ascendancy at 18:48 Killed by dozing giant venus flytrap at level 9 on the 4th Flare 122nd year of Ascendancy at 06:24 Killed by multi-hued crystal at level 12 on the 43rd Dusk 122nd year of Ascendancy at 05:00 Killed by snow giant boulder thrower at level 18 on the 28th Regrowth 123rd year of Ascendancy at 17:58 Killed by snow giant thunderer at level 19 on the 29th Regrowth 123rd year of Ascendancy at 23:39 Killed by Mayabrebeth the snow giant chieftain at level 19 on the 30th Regrowth 123rd year of Ascendancy at 00:58 Killed by Chronolith Twin at level 20 on the 32nd Regrowth 123rd year of Ascendancy at 09:40 Killed by Chronolith Twin at level 20 on the 32nd Regrowth 123rd year of Ascendancy at 11:42 Killed by Chronolith Clone at level 20 on the 32nd Regrowth 123rd year of Ascendancy at 22:35 Killed by elven corruptor at level 21 on the 75th Regrowth 123rd year of Ascendancy at 01:27 Killed by Gyma the gwelgoroth at level 21 on the 75th Regrowth 123rd year of Ascendancy at 11:54 Killed by Yvomina the thief at level 21 on the 75th Regrowth 123rd year of Ascendancy at 13:34 Killed by Elynn the Blightborn at level 21 on the 75th Regrowth 123rd year of Ascendancy at 19:22 Killed by Grand Corruptor at level 22 on the 76th Regrowth 123rd year of Ascendancy at 05:38 Killed by Grand Corruptor at level 22 on the 76th Regrowth 123rd year of Ascendancy at 05:50 Killed by Celia at level 22 on the 79th Regrowth 123rd year of Ascendancy at 05:46 Killed by Celia at level 22 on the 79th Regrowth 123rd year of Ascendancy at 06:15 Killed by toxic cannister at level 23 on the 12nd Pyre 123rd year of Ascendancy at 12:14 Killed by Urkis, the High Tempest at level 24 on the 20th Pyre 123rd year of Ascendancy at 18:18 Killed by Urkis, the High Tempest at level 24 on the 20th Pyre 123rd year of Ascendancy at 19:02 Killed by Adossra the awoken tentacle tree at level 29 on the 53rd Dusk 123rd year of Ascendancy at 23:41 Killed by Aeriwyn the skeleton warrior at level 31 on the 69th Dusk 123rd year of Ascendancy at 19:32 Killed by corrupted elven tempest at level 35 on the 53rd Haze 123rd year of Ascendancy at 19:55 Killed by Xeralrabeth the giant eel at level 39 on the 13rd Regrowth 124th year of Ascendancy at 09:04 Killed by Slasul at level 39 on the 14th Regrowth 124th year of Ascendancy at 20:32 Killed by orc necromancer at level 41 on the 32nd Pyre 124th year of Ascendancy at 12:05 Killed by overpowered greater multi-hued wyrm at level 41 on the 33rd Pyre 124th year of Ascendancy at 20:00 Killed by overpowered greater multi-hued wyrm at level 41 on the 33rd Pyre 124th year of Ascendancy at 20:59 Killed by orc corruptor at level 44 on the 55th Pyre 124th year of Ascendancy at 17:11 Killed by armoured skeleton warrior at level 45 on the 58th Pyre 124th year of Ascendancy at 00:53 Killed by radiant horror at level 46 on the 61st Pyre 124th year of Ascendancy at 23:17 Killed by saw horror at level 46 on the 62nd Pyre 124th year of Ascendancy at 01:22 |
Primary Stats
Strength | 28 (base 13) |
Dexterity | 109 (base 60) |
Constitution | 47 (base 35) |
Magic | 39 (base 12) |
Willpower | 80 (base 33) |
Cunning | 109 (base 60) |
Resources
Life | -181/1074 |
Hate | 100/100 |
Steam | 100/100 |
Healing Factor | 1.2623364354648 |
Regeneration | -18.698259930625 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -50% |
Spell | 0% |
Global | +55.555555555556% |
Vision
Sight | 14 |
Lite | -2 |
Infravision | 11 |
See Stealth | 14 |
See Invisible | 20 |
Offense: Mainhand
Damage | 95 |
Accuracy | 73 |
Crit Chance | 43% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 95 |
Accuracy | 73 |
Crit Chance | 43% |
APR | 15 |
Speed | 1.00 |
Offense: Spell
Spellpower | 30.5 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 91 |
Crit Chance | 37% |
Speed | 1 |
Offense: Damage Bonus
Light | +20% |
All | 0% |
Offense: Damage Penetration
Blight | +34% |
All | +9% |
Defense: Base
Armour (hardiness) | -44.796607420731 (71.69962066283%) |
Defense | 79 |
Ranged Defense | 79 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 32 |
Mental Save | 54 |
Defense: Resistances
Blight | + 3%( 70%) |
Arcane | -14%( 70%) |
Cold | -5%( 70%) |
All | -14%( 70%) |
Darkness | -62%( 70%) |
Light | -1%( 70%) |
Mind | + 12%( 70%) |
Physical | -10%( 70%) |
Lightning | + 15%( 70%) |
Fire | + 17%( 70%) |
Nature | -8%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 60% |
Stun Resistance | 40% |
Confusion Resistance | 35% |
Fear Resistance | 60% |
Disarm Resistance | 90% |
Poison Resistance | 22% |
Blind Resistance | 45% |
Inscriptions (3/3)
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 177% efficiency and cooldown mod of 70%. Its effects scale with your Willpower stat. |
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.5 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Magic stat. |
Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 126% efficiency and cooldown mod of 76%. Its effects scale with your Constitution stat. |
Class Talents
Cursed / Gloom | 1.00 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Cursed / Predator | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Cursed / Shadows | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Avoidance | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cursed / Finality | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Steamtech / Bullets mastery | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Steamtech / Gunner training | 1.00 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Generic Talents
Race / Higher | 1.00 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
Cursed / Dark sustenance | 1.00 |
| 1/5 |
| 4/5 |
| 3/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Gloom |
talent | Savage Hunter |
talent | Automated Cloak Tessellation |
detrimental effect | Slowed by 50% and taking 121 crushing damage per turn. Imploding (slow) |
detrimental effect | Renders a random talent unavailable. Talent cooldown is halved until the effect has worn off. Brainlocked |
detrimental effect | The target is on fire, taking 53.25 fire damage per turn. Burning |
beneficial effect | Theieke is feeding from saw horror. Feeding |
detrimental effect | Immobilized by telekinetic forces. Immobilized |
detrimental effect | Huge cut that bleeds, doing 32.09 physical damage per turn. Bleeding |
detrimental effect | The target is blinded, unable to see anything. Blinded |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | The target has been crushed, pinning it and reducing defense and armour by 51. Iron Grip |
detrimental effect | The target is plagued by inner demons and each turn there's a 29% chance that one will appear. If the caster is killed or the target resists setting his demons loose the effect will end early. Inner Demons |
detrimental effect | The target's lite radius has been reduced by 6, and its darkness resistance by 42%. Abyssal Shroud |
detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
detrimental effect | The target is lost in a nightmare that deals 56.35 darkness damage each turn and has a 47% chance to cause a random detrimental effect. Waking Nightmare |
detrimental effect | The gloom reduces the target's global speed by 30%. Slowed by the gloom |
detrimental effect | The target is confused, acting randomly (chance 30%) and unable to perform complex actions. Confused |
detrimental effect | Ethereal Form bonuses reduced by 25% Ethereal Form |
detrimental effect | Vulnerable to more cross tier effects. Incoming Disasters |
detrimental effect | The target is corroded, reducing their accuracy by 0, their armor by 15, and their defense by 0. Corrode |
detrimental effect | Theieke is fed upon by Theieke's Inner Demon. Fed Upon |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lone alchemist from death by Theieke. Escort: lone alchemist (level 2 of Norgos Lair) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Old Forest. Escort: temporal explorer (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 76. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of luminous horror dust. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Slasul and killed Ukllmswwik. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
Equipment
On feet | ![]() 2.0 Encumbrance T5 feet armor [Rare] Master While equipped: Stats +8 Dex +3 Cun +15 Lck offense ------ Damage +6% light Ignore resists +25% blight When Hit 6 blight defense ------ Armor +5 Defense +30 (+6 eff.) Resistance +20% light Stealth +21 other ------- Talents +3 Moss Tread A pair of boots made of leather. |
Quiver | ![]() 3.0 Encumbrance T5 shot ammo [Ego+] Psionic Weapon Damage 52.5 - 63.0 Physical Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +7.0% Capacity 21 On-ranged-hit +18 physical On Hit: * 20% chance to knock the target back 3 spaces and deal 326 physical damage While equipped: other ------- Talents +3 Explosive Shell Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +1 Str +1 Con offense ------ When Hit 4 blight defense ------ Resistance +6% blight +21% lightning Crit Resistance 15.00% Mind save +10 (+4 eff.) other ------- Light +4 Infravision +2 See Stealth +14 See Invisibility +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 Encumbrance T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil offense ------ Mindpower +16 (+3 eff.) defense ------ Defense +8 (+2 eff.) Silence Resist +30% Fear Resist +60% other ------- Masteries +0.20 Cursed/Fears Instill Fear: Effective talent level: 2.4 Power cost 18 out of 45/45. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.32 mind and 12.32 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 31% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 30. Terrified: Deals 2.98 mind and 2.98 darkness damage per turn and increases cooldowns by 46%. Haunted: Causes the target to suffer 4.77 mind and 4.77 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Nature/Master While equipped: Stats +3 Str +4 Dex +4 Cun defense ------ Armor +3 Physical save +9 (+4 eff.) Life Regen +3.90 Disarm Resist +90% other ------- Stamina/turn +0.90 Psi/turn +0.27 Talents +4 Iron Grip Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+1 eff.) defense ------ Mind save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 21 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
On fingers | ![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +6 Mag +3 Wil +3 Cun +3 Con offense ------ On-Hit 15 light On-Ranged-Hit 15 light Damage +14% light Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +13 Dex +7 Wil +6 Cun offense ------ Mindpower +9 (+2 eff.) Accuracy +14 (+4 eff.) defense ------ Armor +4 Resistance +9% nature +10% blight Poison Resist +22% Disease Resist +18% Can be unequipped or rerolled. 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. Uses 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? |
Around neck | ![]() 0.1 Encumbrance T4 amulet jewelry [Random Unique] Nature While equipped: Stats +2 Mag offense ------ Critical power +10.00% defense ------ Resistance +10% blight +14% cold +18% mind +26% fire Blind Resist +16% Confus Resist +25% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Max mana +60.00 Infravision +4 Sight +2 See Invisibility +9 Amulets make your neck look great! It was hardened by the digestive sack. |
In main hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Nature/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: * splashes acid on your target dealing 70 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +3 Con offense ------ Ignore resists +9% all Accuracy +11 (+3 eff.) Ignore Armor +9 other ------- Masteries +0.20 Wild-gift/Fungus Regenerate 116 life over 5 turns Puts all charms on 20 turn cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: Stats +3 Dex +3 Wil +6 Cun +6 Lck offense ------ Against +18% Summoned defense ------ Resist Against +16% Summoned Stealth +6 other ------- Disarm Traps +7 Infravision +4 A belt that goes around your waist. |
In off hand | ![]() 4.0 Encumbrance T4 steamgun 1H weapon [Ego+] Disrupt/Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +12 Attack Speed 100% Range +9 Projectile Speed +600% On Hit: * splashes acid on your target dealing 63 damage and reducing their armor Uses 2.0 Steam While equipped: Stats +8 Cun +1 Wil offense ------ Steampower +8 (+2 eff.) Mindpower +11 (+2 eff.) On-Hit (Ranged): * 12 arcane resource burn other ------- Masteries +0.20 Wild-gift/Antimagic Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex defense ------ Defense +4 (+1 eff.) Resistance +24% lightning Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Stun Resist +40% Evasion: (Instant) Effective talent level: 2.0 Power cost 50 out of 50/50. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 35% chance to evade melee and ranged attacks and 30 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Main armor | ![]() 9.0 Encumbrance T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +8 Dex +3 Mag +4 Wil +8 Cun defense ------ Armor +9 Hardiness +20% Defense +9 (+2 eff.) Fatigue +10% Life +34.00 A suit of armour made of leather. This object's appearance was changed to The Untouchable. |
Inventory
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+4 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Ego++] Nature/Master While equipped: offense ------ Physical Power +8 (+2 eff.) Spellpower +8 (+1 eff.) Mindpower +10 (+2 eff.) Damage +6% all defense ------ Life +45.00 Life Regen +8.00 Healmod +12% Rings make your fingers look great! |
![]() 0.1 Encumbrance T5 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Cun +8 Mag offense ------ Spellpower +8 (+1 eff.) Accuracy +12 (+3 eff.) Ignore Armor +12 defense ------ Defense +14 (+3 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.0 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 3.0 Encumbrance T5 battleaxe 2H weapon Reqs Str 60 [Random Unique] Nature/Disrupt/Master/Psionic Weapon Damage 92.0 - 138.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +8.0% Attack Speed 100% On-hit +50 acid +50 nature slow +8 lightning On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Critical: * deal manaburn damage equal to your mindpower in a radius 3 cone While equipped: Stats +3 Cun +3 Str offense ------ Ignore resists +10% blight defense ------ Resistance +12% blight other ------- Infravision +2 Cooldown Mana Clash -2 Ice Claw -1 Swallow -2 This huge granite battleaxe is as much mace as it is axe. The shaft is made of blackened wood tightly bound in drakeskin leather and the sharpened granite head glistens with a viscous green fluid. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+2 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 10.0 - 13.0 Darkness Uses 20% Dex, 20% Str Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Nature Weapon Damage 15.0 - 19.5 Physical Uses 100% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +10.0% Attack Speed 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex defense ------ Slow Projectiles +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
![]() 1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 55% Dex, 20% Mag, 35% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 4.0 Encumbrance T5 longbow 2H weapon [Unique] Nature Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +12 Attack Speed 118% Range +10 While equipped: Stats +10 Dex +20 Wil offense ------ Physical Crit +15.0% Mind Crit +15% Damage +30% nature +30% physical Ignore resists +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 44 [Unique] Arcane Weapon Damage 40.0 - 56.0 Physical Uses 20% Mag, 90% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +40 Critical Rate +8.0% Attack Speed 100% Damage Conversion 20% temporal On Hit: * deals 59 temporal damage and slows enemies in radius 6 of the target by 69% based on Magic While equipped: offense ------ Damage +30% physical +30% temporal defense ------ Out-of-Phase Defense +20 Out-of-Phase Resistance +20% Out-of-Phase Resilience +20% Blink Blade: Effective talent level: 4.0 Power cost 10 out of 10/10. Range 8 Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Teleport to the target and attack with your melee weapons for 94% damage. Then teleport next to a second random enemy, attacking for 94% damage. Blink Blade can hit the same target multiple times. The remnants of a damaged timeline, this blade shifts and fades at random. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Weapon Damage 40.0 - 56.0 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +4.0% Attack Speed 100% On-hit +18 draining blight On Critical: * grows in power On Kill: * grows dramatically in power While equipped: offense ------ Damage +5% blight defense ------ Cut Resist -25% other ------- Max vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
![]() 3.0 Encumbrance T4 longsword 1H weapon Reqs Str 40 [Unique] Nature/Master Weapon Damage 38.0 - 53.2 Fire Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +18.0% Attack Speed 100% On Hit: 15% Fire Breath level 4 While equipped: Stats +7 Str +7 Wil offense ------ Damage +20% fire Ignore resists +15% fire defense ------ Resistance +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
![]() 5.0 Encumbrance T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +14% Spellpower +23 (+2 eff.) Damage +30% lightning other ------- Vim-on-crit +4.00 Max vim +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 Encumbrance T3 steamgun 1H weapon [Rare] Master/Steamtech Mastery Steamgun Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Attack Speed 100% Range +8 Projectile Speed +600% On-Hit, radius 1 +12 mind Uses 2.0 Steam While equipped: offense ------ Mind Crit +2% Mindpower +25 (+5 eff.) Damage +18% mind Accuracy +10 (+3 eff.) defense ------ Mind save +6 (+2 eff.) other ------- Max hate +6.00 Cooldown Strafe -2 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon Reqs Str 48 [Ego+] Master Weapon Damage 40.5 - 56.7 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% While equipped: Stats +4 Dex offense ------ Combat Speed +10% Accuracy +14 (+4 eff.) One-handed war axes. |
![]() 2.0 Encumbrance T5 cloak armor [Ego+] Master While equipped: offense ------ Damage +6% darkness Ignore resists +13% darkness defense ------ Defense +3 (+1 eff.) Resistance +17% darkness Stealth +13 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+2 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+2 eff.) Resistance +25% nature +13% all Physical save +15 (+7 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun offense ------ Spellpower +15 (+2 eff.) Damage +12% all When Hit 15 arcane defense ------ Armor +10 Defense +10 (+2 eff.) Resistance +10% lightning +10% fire +10% cold +10% arcane +13% all Spell save +20 (+9 eff.) Mind save +15 (+5 eff.) Silence Resist +50% other ------- Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 Encumbrance T5 cloth armor [Ego+] Arcane While equipped: offense ------ Spellpower +14 (+2 eff.) Damage +9% all defense ------ Resistance +15% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +6 Con offense ------ Physical Crit +4.0% Damage +15% physical Ignore resists +10% temporal Accuracy +30 (+7 eff.) defense ------ Armor +7 Defense +15 (+3 eff.) other ------- Infravision +3 A pair of boots made of leather. |
![]() 2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Wil +8 Mag offense ------ Spellpower +5 (+0 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
![]() 1.0 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex offense ------ Accuracy +13 (+4 eff.) defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T5 head armor [Rare] Master While equipped: Stats +5 Dex +3 Wil +12 Cun offense ------ Mind Crit +3% Critical power +15.00% Damage +21% mind Ignore Armor +8 defense ------ Armor +5 Fatigue +5% Resistance +9% lightning Mind save +9 (+3 eff.) other ------- EQ when Hit +0.16 A cap made of leather. |
![]() 2.0 Encumbrance T5 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mindpower +4 (+1 eff.) defense ------ Armor +5 Fatigue +5% Resistance +12% cold +12% fire A hat made of leather. Very stylish. |
![]() 14.0 Encumbrance T5 heavy armor Reqs - Heavy armour training ,Str 48 [Ego+] Nature While equipped: Stats +4 Wil defense ------ Armor +10 Defense +5 (+1 eff.) Fatigue +12% Resistance +21% blight +14% darkness other ------- Light +2 A suit of armour made of mail. |
![]() 9.0 Encumbrance T5 light armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag offense ------ Physical Crit +8.0% Spell Crit +10% Critical power +20.00% Spellpower +15 (+2 eff.) On-Hit 15 light 30 fire On-Ranged-Hit 15 light 30 fire Damage +20% fire +5% light +10% all Ignore resists +10% light +15% fire When Hit 30 fire defense ------ Armor +12 Defense +15 (+3 eff.) Resistance +20% fire +12% light -5% cold other ------- Masteries +0.10 Celestial/Sun +0.10 Celestial/Sunlight +0.10 Spell/Wildfire +0.10 Spell/Fire Blastwave: Effective talent level: 4.0 Power cost 12 out of 16/16. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: A wave of fire emanates from you with a radius of 5, knocking back anything caught inside and setting them ablaze, doing 37.60 fire damage over 3 turns. The damage will increase with your Spellpower. This mass of fused molten bone from the Heavy Sentinel radiates intense power. It still glows red with the heat of the Sentinel's core, and yet seems to do you no harm. |
![]() 9.0 Encumbrance T5 light armor [Ego+] Nature While equipped: offense ------ On-Hit 8 fire On-Ranged-Hit 8 fire defense ------ Armor +23 Defense +20 (+4 eff.) Fatigue +8% Resistance +20% physical +20% fire A suit of armour made of leather. |
![]() 17.0 Encumbrance T5 massive armor Reqs - Massive armour training ,Str 60 [Ego+] Arcane/Master While equipped: defense ------ Armor +23 Fatigue +16% Resistance +16% light +14% darkness Physical save +6 (+3 eff.) A suit of armour made of metal plates. |
![]() 7.0 Encumbrance T5 shield armor Reqs - Shield usage training ,Str 48 [Ego] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Fatigue +8% Life +62.00 other ------- Talents +1 Block Handheld deflection devices. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck offense ------ Physical Power +12 (+3 eff.) Spellpower +12 (+2 eff.) other ------- Light +6 Breathe water Tidal Wave: Effective talent level: 4.0 Power cost 80 out of 150/150. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 6.68 cold damage and 6.68 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
![]() 1.0 Encumbrance misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
powerful healing salve [power 251] powerful healing salve [power 251]1.0 Encumbrance T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 251 Puts Talent Medical Injector on 15 turn cooldown Medical salve. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 3.0 Encumbrance T4 shot ammo [Unique] Arcane Weapon Damage 32.0 - 38.4 Fire Uses 70% Dex, 50% Cun Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +15 Critical Rate +10.0% Capacity 20 On Hit: * sets off a powerful explosion While equipped: Intense heat radiates from this powerful shot. |
![]() 0.0 Encumbrance T2 steamtech tinker [Normal] Steamtech Attachable to hands When attached: other ------- Talents +2 Toxic Cannister Launcher Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 steamtech tinker [Normal] Steamtech Attachable to head When attached: other ------- Infravision +7 Sight +2 See Stealth +15 See Invisibility +15 Tinkers can be attached to normal items to improve them with steam power! |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Item imbue powers: Defense +10 (+2 eff.) Physical save +10 (+5 eff.) Spell save +10 (+5 eff.) Mind save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Theieke the Higher Adventurer level 35
34th Haze 123rd year of Ascendancy at 13:47 see stats
By Theieke the Higher Adventurer level 33
74th Dusk 123rd year of Ascendancy at 14:12 see stats
By Theieke the Higher Adventurer level 43
47th Pyre 124th year of Ascendancy at 20:21 see stats
By Theieke the Higher Adventurer level 41
33rd Pyre 124th year of Ascendancy at 19:52 see stats
By Theieke the Higher Adventurer level 39
8th Regrowth 124th year of Ascendancy at 12:25 see stats
By Theieke the Higher Adventurer level 17
11st Regrowth 123rd year of Ascendancy at 16:32 see stats
By Theieke the Higher Adventurer level 40
30th Regrowth 124th year of Ascendancy at 10:21 see stats
By Theieke the Higher Adventurer level 11
29th Dusk 122nd year of Ascendancy at 02:57 see stats
By Theieke the Higher Adventurer level 38
4th Regrowth 124th year of Ascendancy at 07:15 see stats
By Theieke the Higher Adventurer level 43
47th Pyre 124th year of Ascendancy at 19:21 see stats
By Theieke the Higher Adventurer level 18
27th Regrowth 123rd year of Ascendancy at 21:41 see stats
By Theieke the Higher Adventurer level 20
33rd Regrowth 123rd year of Ascendancy at 09:27 see stats
By Theieke the Higher Adventurer level 26
21st Pyre 123rd year of Ascendancy at 19:56 see stats
By Theieke the Higher Adventurer level 40
15th Regrowth 124th year of Ascendancy at 12:14 see stats
By Theieke the Higher Adventurer level 24
14th Pyre 123rd year of Ascendancy at 09:39 see stats
By Theieke the Higher Adventurer level 43
34th Pyre 124th year of Ascendancy at 00:47 see stats
By Theieke the Higher Adventurer level 45
58th Pyre 124th year of Ascendancy at 06:01 see stats
By Theieke the Higher Adventurer level 34
79th Dusk 123rd year of Ascendancy at 14:36 see stats
By Theieke the Higher Adventurer level 10
5th Flare 122nd year of Ascendancy at 12:51 see stats
By Theieke the Higher Adventurer level 20
31st Regrowth 123rd year of Ascendancy at 17:05 see stats
By Theieke the Higher Adventurer level 30
65th Dusk 123rd year of Ascendancy at 06:42 see stats
By Theieke the Higher Adventurer level 40
14th Regrowth 124th year of Ascendancy at 20:56 see stats
By Theieke the Higher Adventurer level 34
12nd Haze 123rd year of Ascendancy at 01:17 see stats
By Theieke the Higher Adventurer level 34
11st Haze 123rd year of Ascendancy at 18:13 see stats
By Theieke the Higher Adventurer level 38
4th Regrowth 124th year of Ascendancy at 11:18 see stats
By Theieke the Higher Adventurer level 29
53rd Dusk 123rd year of Ascendancy at 08:16 see stats
By Theieke the Higher Adventurer level 22
8th Pyre 123rd year of Ascendancy at 08:23 see stats
By Theieke the Higher Adventurer level 31
70th Dusk 123rd year of Ascendancy at 21:53 see stats
By Theieke the Higher Adventurer level 17
12nd Regrowth 123rd year of Ascendancy at 01:06 see stats
By Theieke the Higher Adventurer level 32
73rd Dusk 123rd year of Ascendancy at 09:13 see stats
Log
Theieke receives 398 healing.
Theieke resists!
Theieke's Inner Demon's Double Shots misses Theieke.
Theieke's Inner Demon's Double Shots misses Theieke.
Theieke's Inner Demon's Double Shots hits Theieke for (36 flat reduction), 55 physical, (13 flat reduction), 0 physical, (13 flat reduction), 0 light, 0 arcane, (36 flat reduction), 22 acid (76 total damage).
Theieke's Inner Demon uses Implant: Steam Generator.
Theieke loses sight!
Theieke succumbs to the nightmare!
Theieke is no longer weakened.
Theieke speeds up.
Talent Stay is ready to use.
Talent Create Tinker is ready to use.
Talent Double Shots is ready to use.
Talent Implant: Steam Generator is ready to use.
Talent Come is ready to use.
Talent Die is ready to use.
Mindrot hits Theieke for (5 flat reduction), 0 mind, (18 flat reduction), 0 darkness (0 total damage).
Mindrot hits Theieke for (14 flat reduction), 0 mind, (29 flat reduction), 0 darkness (0 total damage).
Waking Nightmare from Nightmare horror hits Theieke for (36 flat reduction), 56 darkness (56 total damage).
Bleeding from Saw horror hits Theieke for (26 flat reduction), 0 physical (0 total damage).
Imploding (slow) from Saw horror hits Theieke for (36 flat reduction), 62 physical (62 total damage).
Mindrot hits Theieke for (8 flat reduction), 0 mind, (14 flat reduction), 0 darkness (0 total damage).
Burning from Theieke's Inner Demon hits Theieke for (20 flat reduction), 0 fire (0 total damage).
Something hits Theieke for (27 flat reduction), 0 physical, (5 flat reduction), 0 light (0 total damage).
Theieke deflects the projectile from Something to the southwest!
Theieke deflects the projectile from Something to the north!
Something hits Theieke for (36 flat reduction), 149 mind (149 total damage).
Something misses Theieke.
Something misses Theieke.
Something hits Theieke for (36 flat reduction), 53 physical, (11 flat reduction), 0 physical, (11 flat reduction), 0 light, 0 arcane, (36 flat reduction), 12 acid (65 total damage).