











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. More Experience with High(er) Level Enemy 1.5.5If your level is lower than the target's, you will get more experience. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Select your Escorts 1.5.10Allows 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. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.5.9Official 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 | Nightmare Roguelike |
Sex | Female |
Race | Thalore |
Class | Marauder |
Level / Exp | 50 / 1372% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Antimagic | Follower |
Primary Stats
Strength | 77 (base 60) |
Dexterity | 95 (base 60) |
Constitution | 68 (base 60) |
Magic | 28 (base 30) |
Willpower | 89 (base 60) |
Cunning | 97 (base 60) |
Resources
Psi | 179/179 |
Life | 1479/1479 |
Steam | 100/100 |
Stamina | 344/344 |
Equilibrium | 45 |
Healing Factor | 1.6755462184873 |
Regeneration | 21.865878151259 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 17 |
Infravision | 14 |
See Stealth | 49.108964337246 |
See Invisible | 49.108964337246 |
ESP Range | 10 |
ESP Kinds | animal/canine, humanoid/orc |
Offense: Mainhand
Damage | 144 |
Accuracy | 74 |
Crit Chance | 95% |
APR | 77 |
Speed | 1.00 |
Offense: Offhand
Damage | 116 |
Accuracy | 74 |
Crit Chance | 103% |
APR | 79 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 46% |
Speed | 1 |
Offense: Mind
Mindpower | 62 |
Crit Chance | 51% |
Speed | 1 |
Offense: Damage Bonus
Acid | +25% |
Light | +15% |
Physical | +15% |
Lightning | +16% |
All | +7% |
Offense: Damage Penetration
Acid | +16% |
Light | +21% |
Temporal | +21% |
Physical | +18% |
Arcane | +21% |
Lightning | +31% |
All | +11% |
Defense: Base
Armour (hardiness) | 29 (70.376569037657%) |
Defense | 69 |
Ranged Defense | 70 |
Fatigue | 0 |
Physical Save | 69 |
Spell Save | 65 |
Mental Save | 70 |
Defense: Resistances
Acid | + 22%( 73%) |
Blight | + 73%( 73%) |
Arcane | + 22%( 73%) |
Cold | + 45%( 73%) |
All | + 22%( 73%) |
Darkness | + 60%( 73%) |
Light | + 31%( 73%) |
Temporal | + 24%( 73%) |
Lightning | + 52%( 73%) |
Physical | + 33%( 73%) |
Mind | + 33%( 73%) |
Nature | + 21%( 73%) |
Defense: Immunities
Stun Resistance | 94% |
Teleport Resistance | 100% |
Confusion Resistance | 54% |
Pinning Resistance | 100% |
Disarm Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 56% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or physical effect and reduce all damage taken by 30% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 16 for 11 turns. While Heroism is active, you will only die when reaching -963 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 248 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or magical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 17% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
Cunning / Tactical | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Duelist | 1.20 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat veteran | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Dual techniques | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Throwing knives | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Cunning / Poisons | 0.90 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Wild-gift / Antimagic | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Quickdraw |
talent | Trained Reactions |
talent | Wild Growth |
talent | Antimagic Shield |
talent | Daunting Presence |
talent | Apply Poison |
talent | Exploit Weakness |
talent | Numbing Poison |
talent | Stoning Poison |
beneficial effect | Parrying melee and ranged attacks: Has a 73% chance to deflect up to 32 damage from the next 3.0 attack(s). Parried attacks cannot crit. Parrying |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 7 Net Damage: 157 - 219 Accuracy: 90 (knife) APR: 59 Crit Chance: +88% Crit mult: 218% Uses Stats: 50% Str, 70% Dex |
beneficial effect | Countering melee attacks: Has a 54% chance to get an automatic counter attack when avoiding a melee attack. (2.2 counters remaining) Counter Attacking |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 5 of Dreadfell. Escort: repented thief (level 5 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Norgos Lair. Escort: temporal explorer (level 2 of Norgos Lair)As a reward you improved talent Dream Walk (+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 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 fire 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 |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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. * 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: 7. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed naga tongue. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed length of troll intestine. * You've found the needed vial of wight ectoplasm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed minotaur nose. * You've found the needed red crystal shard. Ungrol 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 ritch stinger. * You've found the needed mummified bone. * You've found the needed vial of squid ink. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * 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. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Defense: +18 (+4 eff.) Fatigue: +5% Effects on melee hit: * 15% chance to corrode armour by 30% Damage when hit (Melee): 4 acid / 12 blight Changes stats: +13 Lck / +7 Dex Changes resistances: +6% blight Changes resistances penetration: +5% acid Changes damage: +6% acid Stealth bonus: +10 Physical save: +15 (+4 eff.) Pinning immunity: +25% Knockback immunity: +25% Teleport immunity: +100% Life regen: +4.60 Healing mod.: +20% Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 27 cooldown : Effective talent level: 3.9 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 36% chance to evade melee and ranged attacks and 44 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +10 Effects on melee hit: * 20% chance to disease * 30% chance to inflict 15% damage reduction Damage when hit (Melee): 12 darkness / 8 temporal Changes stats: +4 Con Changes resistances: +10% blight Changes resistances penetration: +11% all Life regen: +3.50 Light radius: +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 5 When wielded/worn: Physical power: +12 (+3 eff.) Armour: +5 Fatigue: +5% Damage when hit (Melee): 16 fire Changes stats: +6 Str / +9 Dex / +7 Wil / +10 Cun Changes resistances: +6% lightning / +15% physical / +31% darkness / +6% blight / +12% cold Physical save: +15 (+4 eff.) Mental save: +15 (+3 eff.) Silence immunity: +0% Stamina when hit: +3.00 Equilibrium when hit: +3.00 Infravision radius: +8 A hat made of leather. Very stylish. |
On hands | ![]() Requires: - Talent Heavy Armour Training Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Defense: +6 (+1 eff.) Talent granted: +5 Iron Grip Spell save: +15 (+4 eff.) Disarm immunity: +100% Mindpower: +12 (+3 eff.) Mental crit. chance: +5% Light radius: +1 It can be used to attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 173.34 arcane damage and stunned), costing 87 power out of 150/150. These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * Slows global speed by 30% * 20 arcane resource burn Changes stats: +2 Str Changes resistances: +9% blight / +18% cold Changes damage: +12% acid Reduces incoming crit damage: 15.00% Light radius: +1 It can be used to teleport randomly (rad 53), putting all charms on cooldown for 27 turns. When used: 100% chance to regenerate 9 psi. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+2 eff.) Effects when hit in melee: * 26% chance to disease * 26% chance to inflict 15% damage reduction Changes resistances: +9% blight / +6% light / +3% lightning Changes resistances penetration: +10% light Changes damage: +5% all Disarm immunity: +25% Pinning immunity: +34% Knockback immunity: +31% Life regen: +0.70 Maximum life: +86.00 Spellpower: +12 (+2 eff.) Mindpower: +12 (+3 eff.) Light radius: +1 Healing mod.: +11% Rings can have magical properties. |
On fingers | ![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-2 eff.) Life leech chance: +15% Life leech: +30% You won the Ring of Blood trial, and this is your reward. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +4 Defense: +12 (+3 eff.) Ranged Defense: +6 (+2 eff.) Changes stats: +4 Cun / +3 Con Changes resistances: +6% light Changes resistances cap: +3% all Physical save: +12 (+3 eff.) Life regen: +1.00 Maximum life: +34.00 Light radius: +1 Amulets can have magical properties. |
In main hand | ![]() Requires: - Dexterity 48 Infused by arcane disrupting forces Crafted by a master 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 48.5 - 63.1 Uses stats: 45% Dex, 45% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +29 Crit. chance: +30.0% Attack speed: 100% On weapon hit: * 20% chance to corrode armour by 30% * 25% chance to remove a magical effect Damage (Melee): +4 lightning / +12 nature Burst (radius 1) on hit: +8 acid When wielded/worn: Armour penetration: +6 Effects on melee hit: * 30% chance to corrode armour by 30% Changes resistances penetration: +5% lightning / +7% physical Changes damage: +3% lightning / +8% physical Sharp, short and deadly. |
Around waist | ![]() Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 5 When wielded/worn: Fatigue: -20% Damage when hit (Melee): 8 arcane Changes stats: +7 Str / +11 Dex / +12 Wil / +13 Cun / +10 Lck Changes resistances: +3% temporal Changes resistances penetration: +15% lightning / +10% temporal / +10% arcane Changes damage: +6% lightning Trap disarming bonus: +30 Stealth bonus: +11 Maximum encumbrance: +50 Physical save: +19 (+5 eff.) Spell save: +20 (+5 eff.) Mental save: +26 (+6 eff.) Maximum life: +84.00 Infravision radius: +6 A belt that goes around your waist. |
In off hand | ![]() Requires: - Dexterity 44 Crafted by a master 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 5 Base power: 45.0 - 58.5 Uses stats: 35% Str, 55% Dex Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +31 Crit. chance: +38.0% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun / +5 Dex Changes damage: +8% light / +10% physical Grants telepathy: Humanoid/Orc Pinning immunity: +50% Light radius: +1 During the invasion of Eldoral the Halfling Rogue Herah is said to have slain over one hundred orcs while defending a group of refugees. |
Cloak | ![]() Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 (+2 eff.) Changes stats: +6 Cun / +5 Wil Changes resistances: +15% mind / +30% lightning Talent masteries: +0.10 Psionic / Dreaming +0.10 Psionic / Slumber Physical save: +10 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +10 (+2 eff.) Stun/Freeze immunity: +50% Mindpower: +6 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Slumber (costing 9 power out of 25/25) : Effective talent level: 3.3 Power cost: 9 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 64 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Main armor | ![]() Requires: - Strength 18 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Physical crit. chance: +5.0% Physical power: +7 (+2 eff.) Armour: +7 Defense: +4 (+1 eff.) Fatigue: +8% Damage when hit (Melee): 10 light Changes stats: +4 Wil Changes resistances: +15% blight / +18% darkness Critical mult.: +15.00% Light radius: +2 A suit of armour made of leather. |
Inventory
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 208% efficiency and cooldown mod of 68%. Its effects scale with your Dexterity stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use 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 213% efficiency and cooldown mod of 65%. Its effects scale with your Cunning stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.9 steam per turn. Can be activated for an instant burst of 95 steam. Its effects scale with your Willpower stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() Powered by steamtech 0.10 Encumbrance. Type: scroll / implant ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 18.8 steam per turn. Can be activated for an instant burst of 94 steam. Its effects scale with your Strength stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
![]() Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 1 When wielded/worn: Damage (Melee): 5 mind Damage (Ranged): 5 mind Mindpower: +5 (+2 eff.) See stealth: +10 See invisible: +10 Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 Amulets can have magical properties. |
![]() Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Armour: +12 Damage when hit (Melee): 8 physical Changes stats: +4 Dex / +4 Con Changes damage: +12% physical Physical save: +31 (+8 eff.) Cut immunity: +80% Life regen: +1.20 Healing mod.: +26% It can be used to activate talent Heal, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 323 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
![]() Requires: - Strength 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 56.0 - 78.4 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * Projects up to 3 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) Burst (radius 1) on hit: +4 lightning Burst (radius 2) on crit: +4 darkness When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +2 Mag / +2 Wil Changes resistances: +10% all Changes resistances penetration: +15% nature / +25% blight Mana each turn: +0.12 One-handed war axes. |
![]() Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 4 When wielded/worn: Ranged Defense: +20 (+5 eff.) Fatigue: +0% Changes stats: +12 Dex / +10 Cun / +8 Lck Maximum encumbrance: +0 Deflect projectiles away: +15% Slows Projectiles: +30% Activating this item is instant. It can be used to activate talent Evasion (costing 27 power out of 30/30) : Effective talent level: 5.2 Power cost: 27 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 37% chance to evade melee and ranged attacks and 55 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Physical power: +5 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +6 Cun Physical save: +10 (+2 eff.) Has a 50% chance each turn to slash an adjacent enemy for 213 physical damage (based on Cunning), making them bleed. This cloak seems to incorporate a series of blades attached to various spring mechanisms. Apparently the designer believed that the best defense was an active one. |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 1.50 Encumbrance. [Unique] Type: armor / hands ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Physical crit. chance: +10.0% Armour: +12 Changes stats: +6 Str / +6 Dex Changes damage: +8% all Critical mult.: +30.00% Disarm immunity: +50% Steam crit. chance: +10% Gauntlets. But with steam power! |
![]() Requires: - Talent Heavy Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / head ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +12 Defense: +3 (+1 eff.) Fatigue: +10% Changes stats: +5 Str / +5 Con Changes resistances: +10% all Blindness immunity: +50% A Helmet. But with steam power! |
![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+3 eff.) Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
![]() 0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Physical power: +9 (+2 eff.) Damage when hit (Melee): 8 arcane Changes stats: +3 Str / +4 Dex / +1 Mag Changes resistances: +9% temporal / +9% fire / +15% nature / +9% darkness Changes damage: +9% nature Vim when firing critical spell: +3.00 Maximum mana: +40.00 Spell crit. chance: +2% Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: See stealth: +10 See invisible: +10 When used to imbue an object: See stealth: +10 See invisible: +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() Infused by nature 5.00 Encumbrance. [Unique] Type: misc / land When carried: Changes damage: +2% all It can be used to natural balance, costing 87 power out of 100/100. The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() Infused by nature 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes resistances: +30% light Changes damage: +10% light Light radius: +4 Healing mod.: +10% It can be used to call light (142 power, based on Willpower), costing 9 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 9 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. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level), costing 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. |
![]() 0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 176 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. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 12, dealing 333.84 nature damage (based on Magic) over 6 turns while rendering the target unable to move, costing 22 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), 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. |
![]() Powered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 5 Attach on item worn on slot 'head' When attach to an other item: Silence immunity: +50% Returns 5 air each turn. Tinkers can be attached to normal items to improve them with steam power! |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: charm / totem ; tier 4 When wielded/worn: Changes stats: +7 Wil / +6 Con Changes resistances: +20% blight / +20% nature Changes damage: +20% nature Talent masteries: +0.10 Wild-gift / Call of the wild +0.10 Wild-gift / Harmony Mindpower: +7 (+2 eff.) Healing mod.: +25% Heals all nearby living creatures by 5 points each turn. Activating this item is instant. It can be used to take root increasing health by 300, armor by 20, and armor hardiness by 20%% but rooting you in place for 4 turns, costing 9 power out of 15/15. This small tree-shaped totem is imbued with powerful healing energies. |
![]() Powered by arcane forces 1.00 Encumbrance. [Unique] Type: gem / white ; tier 3 When carried: Light radius: +1 Latent Damage Type: Light It can be used to map surroundings within range 20, costing 27 power out of 30/30. The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Achievements
By Jennie the Thalore Marauder level 50
79th Pyre 123rd year of Ascendancy at 23:09 see stats
By Jennie the Thalore Marauder level 24
13rd Haze 122nd year of Ascendancy at 08:42 see stats
By Jennie the Thalore Marauder level 50
80th Regrowth 123rd year of Ascendancy at 22:11 see stats
By Jennie the Thalore Marauder level 15
26th Dusk 122nd year of Ascendancy at 15:19 see stats
By Jennie the Thalore Marauder level 50
12nd Dusk 123rd year of Ascendancy at 13:01 see stats
By Jennie the Thalore Marauder level 50
1st Flare 123rd year of Ascendancy at 06:20 see stats
By Jennie the Thalore Marauder level 15
31st Dusk 122nd year of Ascendancy at 10:14 see stats
By Jennie the Thalore Marauder level 21
8th Haze 122nd year of Ascendancy at 23:28 see stats
By Jennie the Thalore Marauder level 50
8th Dusk 123rd year of Ascendancy at 00:33 see stats
By Jennie the Thalore Marauder level 50
1st Summertide 123rd year of Ascendancy at 07:20 see stats
By Jennie the Thalore Marauder level 34
66th Haze 122nd year of Ascendancy at 16:17 see stats
By Jennie the Thalore Marauder level 50
72nd Pyre 123rd year of Ascendancy at 20:17 see stats
By Jennie the Thalore Marauder level 37
33rd Regrowth 123rd year of Ascendancy at 23:48 see stats
By Jennie the Thalore Marauder level 21
7th Haze 122nd year of Ascendancy at 05:06 see stats
By Jennie the Thalore Marauder level 36
3rd Allure 123rd year of Ascendancy at 17:42 see stats
By Jennie the Thalore Marauder level 40
62nd Regrowth 123rd year of Ascendancy at 19:09 see stats
By Jennie the Thalore Marauder level 50
7th Dusk 123rd year of Ascendancy at 11:43 see stats
By Jennie the Thalore Marauder level 50
5th Mirth 123rd year of Ascendancy at 20:13 see stats
By Jennie the Thalore Marauder level 24
13rd Haze 122nd year of Ascendancy at 09:04 see stats
By Jennie the Thalore Marauder level 36
74th Haze 122nd year of Ascendancy at 21:16 see stats
By Jennie the Thalore Marauder level 10
8th Mirth 122nd year of Ascendancy at 22:27 see stats
By Jennie the Thalore Marauder level 20
69th Dusk 122nd year of Ascendancy at 16:45 see stats
By Jennie the Thalore Marauder level 30
42nd Haze 122nd year of Ascendancy at 08:55 see stats
By Jennie the Thalore Marauder level 40
57th Regrowth 123rd year of Ascendancy at 00:51 see stats
By Jennie the Thalore Marauder level 50
77th Regrowth 123rd year of Ascendancy at 09:04 see stats
By Jennie the Thalore Marauder level 39
56th Regrowth 123rd year of Ascendancy at 10:59 see stats
By Jennie the Thalore Marauder level 24
13rd Haze 122nd year of Ascendancy at 08:42 see stats
By Jennie the Thalore Marauder level 50
27th Pyre 123rd year of Ascendancy at 10:58 see stats
By Jennie the Thalore Marauder level 50
29th Pyre 123rd year of Ascendancy at 20:35 see stats
By Jennie the Thalore Marauder level 15
52nd Dusk 122nd year of Ascendancy at 16:54 see stats
By Jennie the Thalore Marauder level 29
21st Haze 122nd year of Ascendancy at 15:21 see stats
By Jennie the Thalore Marauder level 50
4th Mirth 123rd year of Ascendancy at 12:59 see stats
By Jennie the Thalore Marauder level 50
79th Regrowth 123rd year of Ascendancy at 00:48 see stats
By Jennie the Thalore Marauder level 30
42nd Haze 122nd year of Ascendancy at 09:00 see stats
By Jennie the Thalore Marauder level 50
1st Summertide 123rd year of Ascendancy at 12:23 see stats
By Jennie the Thalore Marauder level 50
31st Pyre 123rd year of Ascendancy at 13:01 see stats
By Jennie the Thalore Marauder level 50
28th Pyre 123rd year of Ascendancy at 19:40 see stats
By Jennie the Thalore Marauder level 24
13rd Haze 122nd year of Ascendancy at 08:42 see stats
By Jennie the Thalore Marauder level 11
6th Flare 122nd year of Ascendancy at 20:50 see stats
By Jennie the Thalore Marauder level 24
13rd Haze 122nd year of Ascendancy at 08:42 see stats
By Jennie the Thalore Marauder level 38
36th Regrowth 123rd year of Ascendancy at 10:06 see stats
By Jennie the Thalore Marauder level 11
3rd Flare 122nd year of Ascendancy at 22:30 see stats
By Jennie the Thalore Marauder level 50
34th Dusk 123rd year of Ascendancy at 04:17 see stats
By Jennie the Thalore Marauder level 37
29th Regrowth 123rd year of Ascendancy at 19:06 see stats
By Jennie the Thalore Marauder level 34
66th Haze 122nd year of Ascendancy at 13:36 see stats
By Jennie the Thalore Marauder level 18
67th Dusk 122nd year of Ascendancy at 07:54 see stats
By Jennie the Thalore Marauder level 50
80th Regrowth 123rd year of Ascendancy at 07:42 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Jennie stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
Jennie uses Infusion: Healing.
Jennie starts regenerating health quickly.
Jennie receives 416 healing from Infusion: Healing.
Jennie stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
Jennie uses Infusion: Healing.
Jennie starts regenerating health quickly.
Jennie receives 416 healing from Infusion: Healing.
Jennie stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
Jennie uses Infusion: Healing.
Jennie starts regenerating health quickly.
Jennie receives 416 healing from Infusion: Healing.
Jennie stops regenerating health quickly.
Talent Infusion: Healing is ready to use.
There is an exit to the worldmap here (press '' or right click to use).
Ran for 43 turns (stop reason: at exit).
Jennie deactivates Wild Growth.
Jennie deactivates Quickdraw.
Jennie deactivates Stoning Poison.
Jennie deactivates Apply Poison.
Jennie deactivates Exploit Weakness.
Jennie deactivates Numbing Poison.
Jennie deactivates Daunting Presence.
Jennie deactivates Antimagic Shield.
Jennie deactivates Trained Reactions.