Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.4.8 |
Addons | Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Ashes of Urh'Rok 1.4.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.4.8Donators/Buyers bonus! Embers of Rage 1.4.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Halfling |
Class | Psyshot |
Level / Exp | 39 / 45% |
Size | small |
Lifes / Deaths | Killed by Cyrytha the giant lightning ant at level 36 on the 7th Pyre 123rd year of Ascendancy at 11:55 / 2Killed by Gloryleba the orc grand master assassin at level 39 on the 54th Pyre 123rd year of Ascendancy at 04:51 |
Antimagic | Follower |
Primary Stats
Strength | 22 (base 10) |
Dexterity | 66 (base 48) |
Constitution | 44 (base 37) |
Magic | 10 (base 10) |
Willpower | 55 (base 51) |
Cunning | 52 (base 33) |
Resources
Life | -342/1122 |
Equilibrium | 45 |
Stamina | 326/326 |
Psi | 171/184 |
Healing Factor | 1.66 |
Regeneration | 144.6026 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 14 |
Infravision | 2 |
Offense: Mainhand
Damage | 61 |
Accuracy | 71 |
Crit Chance | 49% |
APR | 33 |
Speed | 1.00 |
Offense: Offhand
Damage | 26 |
Accuracy | 68 |
Crit Chance | 39% |
APR | 53 |
Speed | 1.00 |
Offense: Spell
Spellpower | 3.5 |
Crit Chance | 25% |
Speed | 1 |
Offense: Mind
Mindpower | 54 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
All | 0% |
Offense: Damage Penetration
All | 0% |
Defense: Base
Armour (hardiness) | 70.19 (73.452380952381%) |
Defense | 39 |
Ranged Defense | 39 |
Fatigue | 20 |
Physical Save | 53 |
Spell Save | 45 |
Mental Save | 50 |
Defense: Resistances
All | + 33%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Disarm Resistance | 100% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (4/4)
Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 14.6 steam per turn. Can be activated for an instant burst of 73 steam. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 331 life over 5 turns. Its effects scale with your Willpower 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 90% efficiency and cooldown mod of 52%. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 349 life over 5 turns. Its effects scale with your Cunning stat. |
Class Talents
Steamtech / Psytech gunnery | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Psionic fog | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Psionic / Action at a distance | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Steamtech / Mechstar | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Nightmare | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Psionic / Gestalt | 1.30 |
| 2/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Thoughts of iron | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Engineering | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Steamtech / Physics | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Steamtech / Chemistry | 1.20 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Wild-gift / Antimagic | 1.10 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Molten Iron Blood |
talent | Wild Growth |
talent | Gestalt |
talent | Antimagic Shield |
beneficial effect | Steampower increased by 13. Gestalt |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 4. Militant Mind |
beneficial effect | A flow of life spins around the target, regenerating 69.76 life per turn. Regeneration |
beneficial effect | The target is recovering 28 life each turn. Recovery |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | The target has 50% chance to evade melee attacks and gains 13 defense. Evasion |
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 |
You successfully escorted the lost anorithil to the recall portal on level 3 of Norgos Lair. Escort: lost anorithil (level 3 of Norgos Lair)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the lost anorithil from death by Layirema the degenerated skeleton warrior. Escort: lost anorithil (level 3 of Old Forest) | failed |
You failed to protect the lost sun paladin from death by Voregathra the ghast. Escort: lost sun paladin (level 2 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Ce'Nanor the skeleton master archer. Escort: lost sun paladin (level 7 of Dreadfell) | failed |
You failed to protect the lost tinker from death by Bririan. Escort: lost tinker (level 3 of Dreadfell) | failed |
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 Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the repented thief from death by Bririan. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 3 of Trollmire. Escort: worried loremaster (level 3 of Trollmire)As a reward you improved Dexterity by +2. | 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 Minotaur. * 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 must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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 has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed honey tree root. * You've found the needed black mamba head. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 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 within1 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* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | Eilinoba (0 def, 15 armour) Eilinoba (0 def, 15 armour)Requires: - Talent Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 5 When wielded/worn: Armour: +15 Fatigue: +4% Changes stats: +1 Dex Changes resistances: +15% acid / +2% physical / +15% fire / +12% lightning / +15% cold Critical mult.: +6.00% Maximum encumbrance: +10 Life regen: +0.20 Maximum life: +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | Gleamnail the pouch of voratun shots (20/22, 65-78 power, 20 apr) Gleamnail the pouch of voratun shots (20/22, 65-78 power, 20 apr)Requires: - Dexterity 48 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 5 Base power: 65.0 - 78.0 Uses stats: 50% Cun, 70% Dex Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +20 Physical crit. chance: +15.0% Capacity: 22 On weapon hit: * 40% chance to blind * 25% chance to put talents on cooldown Travel speed: +400% Damage (Ranged): +54 insidious poison Burst (radius 2) on crit: +4 light When wielded/worn: Talent granted: +5 Hook Shell Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Gyrin' alchemist's lamp 'Gyrin'Infused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +3 Defense: +7 (+2 eff.) Changes stats: +4 Con Changes resistances: +8% blight Critical mult.: +6.00% Physical save: +11 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +13 (+4 eff.) Life regen: +2.00 Only die when reaching: -20.00 life Light radius: +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Yvidherin (2 def, 0 armour) Yvidherin (2 def, 0 armour)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +25 (+6 eff.) Physical power: +2 (+1 eff.) Defense: +2 (+1 eff.) Changes resistances: +9% fire / +24% mind / +5% arcane Changes damage: +23% mind Physical save: +20 (+7 eff.) Mental save: +19 (+6 eff.) Equilibrium when hit: +1.70 Psi when hit: +1.20 Hate when hit: +1.50 Maximum psi: +49.00 Mindpower: +14 (+5 eff.) Mental crit. chance: +6% Light radius: +7 Infravision radius: +0 Sight radius: +0 See stealth: +0 See invisible: +0 A pointy cloth hat, very wizardly... |
On hands | Obsidianwinter the voratun gauntlets (0 def, 12 armour) Obsidianwinter the voratun gauntlets (0 def, 12 armour)Requires: - Talent Armour Training Infused by nature Infused by arcane disrupting forces Crafted by a master 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 5 When wielded/worn: Armour: +12 Damage (Melee): 15 physical Effects when hit in melee: * 27% chance to reduce powers by 20% * 35 arcane resource burn Damage when hit (Melee): 20 darkness Changes stats: +4 Str / +4 Dex / +5 Cun Changes resistances penetration: +5% nature Changes damage: +9% physical Talent cooldown: Double Strike (-1 turn) Talent granted: +5 Iron Grip Physical save: +11 (+4 eff.) Spell save: +19 (+6 eff.) Disarm immunity: +100% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Isima the dwarven-steel pickaxe (dig speed 9 turns) Isima the dwarven-steel pickaxe (dig speed 9 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+2 eff.) Damage when hit (Melee): 4 temporal Changes stats: +2 Str / +3 Dex Changes resistances: +5% arcane Changes resistances penetration: +13% physical Changes damage: +6% arcane / +3% temporal Physical save: +8 (+3 eff.) Spell save: +9 (+3 eff.) Mental save: +10 (+3 eff.) Maximum life: +59.00 Movement speed: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Zerigen the Ashspiker Zerigen the AshspikerCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +13 (+3 eff.) Armour penetration: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 20 physical Changes damage: +9% fire / +12% physical Maximum life: +10.00 It can be used to activate talent Disengage, placing all other charms into a 10 cooldown : Effective talent level: 1.6 Power cost: 10 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump away 3 grids from your target. Rings can have magical properties. |
On fingers | Elubretira the stralite ring Elubretira the stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Armour: +18 Effects on melee hit: * 30% chance to corrode armour Damage when hit (Melee): 8 arcane Changes stats: +9 Str Changes resistances: +3% acid Changes resistances penetration: +15% arcane Changes damage: +3% arcane Rings can have magical properties. |
Around neck | cleansing voratun amulet of healing cleansing voratun amulet of healingInfused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes resistances: +14% nature / +26% blight Poison immunity: +49% Disease immunity: +38% Cut immunity: +40% Healing mod.: +22% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 3.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 340 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
In main hand | dwarven-steel steamgun 'Islulena' dwarven-steel steamgun 'Islulena'Requires: - Dexterity 24 - Talent Shoot - Talent Steam Pool Infused by nature Infused by arcane disrupting forces Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 3 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +12 Attack speed: 100% Firing range: +8 When this weapon hits: Mana Clash (20% chance level 1). Travel speed: +600% Damage (Ranged): +11 ice Burst (radius 1) on hit: +80 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Armour: +9 Damage (Ranged): 8 manaburn arcane Changes stats: +3 Wil / +4 Cun / +2 Con Changes resistances: +3% acid Changes resistances penetration: +22% physical / +10% cold Changes damage: +6% physical Talent mastery: +0.10 Wild-gift / Antimagic Spell save: +9 (+3 eff.) Stamina each turn: +0.20 Mindpower: +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Around waist | Lightslicer the hardened leather belt Lightslicer the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +10.0% Fatigue: +0% Effects on melee hit: * 30% chance to blind Changes stats: +5 Cun / +5 Dex Changes resistances: +6% light / +6% fire Changes resistances penetration: +15% fire Changes damage: +6% light Maximum encumbrance: +0 Mental crit. chance: +8% A belt that goes around your waist. |
In off hand | Cloud's kiss (15.5-17.05 power, 40 apr, mind damage) Cloud's kiss (15.5-17.05 power, 40 apr, mind damage)Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 15.5 - 17.1 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% On weapon hit: * Slows global speed by 20% * 41% chance to daze Damage (Melee): +4 lightning Burst (radius 1) on hit: +4 lightning / +8 nature / +60 20% chance of physical repulsion When wielded/worn: Changes resistances: +7% blight / +9% lightning Changes resistances penetration: +5% lightning Changes damage: +16% nature Disease immunity: +25% Mindpower: +10 (+4 eff.) Mental crit. chance: +5% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | restorative cashmere cloak of implacability (2 def, 0 armour) restorative cashmere cloak of implacability (2 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +14% blight / +25% cold / +38% nature Physical save: +8 (+3 eff.) Mental save: +7 (+2 eff.) Life regen: +1.80 Only die when reaching: -50.00 life Healing mod.: +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel mail armour 'Dagadas' (3 def, 8 armour) dwarven-steel mail armour 'Dagadas' (3 def, 8 armour)Requires: - Strength 28 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Random Unique] Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +16% Effects on melee hit: * 30% chance to corrode armour Changes stats: +2 Cun / +1 Wil Changes resistances: +5% physical Physical save: +15 (+5 eff.) Poison immunity: +70% Disease immunity: +70% Cut immunity: +70% Life regen: +13.10 Maximum life: +113.00 Infravision radius: +2 Healing mod.: +29% A suit of armour made of mail. |
Inventory
medical injector implant (efficiency 80% / cooldown 54%) medical injector implant (efficiency 80% / cooldown 54%)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 80% efficiency and cooldown mod of 54%. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 148% / cooldown 62%) medical injector implant of the duelist (efficiency 148% / cooldown 62%)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 148% efficiency and cooldown mod of 62%. 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.. |
medical injector implant of the titan (efficiency 151% / cooldown 57%) medical injector implant of the titan (efficiency 151% / cooldown 57%)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 151% efficiency and cooldown mod of 57%. Its effects scale with your Constitution stat. It can be used to implant on your skin.. Steamtech implants can be grafted on the users skin.. |
regeneration infusion of the sneak (heal 344 over 5 turns) regeneration infusion of the sneak (heal 344 over 5 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 344 life over 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.10 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. |
insulating voratun amulet of strength (+10) insulating voratun amulet of strength (+10)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 5 When wielded/worn: Changes stats: +10 Str Changes resistances: +18% cold / +20% fire Amulets can have magical properties. |
steel amulet 'Arogatha' steel amulet 'Arogatha'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes resistances: +14% cold / +21% mind / +12% fire Critical mult.: +10.00% Confusion immunity: +45% Mindpower: +4 (+2 eff.) Amulets can have magical properties. |
Hurerablek the steel ring Hurerablek the steel ringInfused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Changes resistances: +12% mind / +22% cold Changes damage: +12% mind / +11% cold Physical save: +9 (+3 eff.) Mental save: +15 (+5 eff.) Mindpower: +7 (+3 eff.) Rings can have magical properties. |
mule's steel ring of corrosion (+20%) mule's steel ring of corrosion (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -5% Changes resistances: +20% acid Changes damage: +10% acid Maximum encumbrance: +21 Rings can have magical properties. |
psionicist's steel ring of fire (+24%) psionicist's steel ring of fire (+24%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +4 Wil Changes resistances: +24% fire Changes damage: +12% fire Mental save: +8 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring of the mountain (+13%) psionicist's steel ring of the mountain (+13%)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Changes resistances: +13% physical Changes damage: +13% physical Mental save: +6 (+2 eff.) Rings can have magical properties. |
savage's steel ring of lightning (+24%) savage's steel ring of lightning (+24%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Con Changes resistances: +24% lightning Changes damage: +12% lightning Spell save: +10 (+3 eff.) Maximum stamina: +18.00 Rings can have magical properties. |
voratun ring voratun ring0.10 Encumbrance. Type: jewelry / ring ; tier 5 Rings can have magical properties. |
Eclipsemarrow EclipsemarrowRequires: - Dexterity 16 - Talent Shoot - Talent Steam Pool Crafted by a master Powered by steamtech 4.00 Encumbrance. [Random Unique] Type: weapon / steamgun ; tier 2 Mastery: Psyshot Accuracy bonus: +0.1% dam / acc Armour Penetration: +9 Attack speed: 100% Firing range: +7 Travel speed: +600% Burst (radius 1) on hit: +0 20% chance of physical repulsion Attacks use: 2.0 Steam When wielded/worn: Physical power: +12 (+4 eff.) Changes stats: +4 Str / +1 Dex Changes resistances: +6% darkness Changes resistances penetration: +10% physical Changes damage: +11% physical Life regen: +0.20 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Shimmervein the linen cloak (1 def, 0 armour) Shimmervein the linen cloak (1 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +1 (+0 eff.) Damage when hit (Melee): 12 lightning Changes stats: +2 Str / +2 Con Changes resistances: +6% blight / +0% cold / +0% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shoes of Moving Quickly (10 def, 12 armour) Shoes of Moving Quickly (10 def, 12 armour)Powered by steamtech 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 4 When wielded/worn: Armour: +12 Defense: +10 (+3 eff.) Fatigue: +3% Changes stats: +8 Cun / +8 Dex Pinning immunity: +100% Knockback immunity: -100% Steampower: +5 (+2 eff.) You move 3 spaces at once. Accurately? Less so. |
Steam Powered Boots (8 def, 15 armour) Steam Powered Boots (8 def, 15 armour)Requires: - Talent Armour Training Powered by steamtech 3.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 It is part of a set of items. The more steam the better! When wielded/worn: Armour: +15 Defense: +8 (+3 eff.) Fatigue: +8% Changes stats: +8 Str / +10 Dex Changes damage: +10% fire Pinning immunity: +50% Generate 3 steam each time you walk. Boots. But with steam power! |
Aeruyana the Soothash (0 def, 2 armour) Aeruyana the Soothash (0 def, 2 armour)Requires: - Talent Armour Training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Armour: +2 Changes stats: +4 Str / +4 Dex / +3 Cun Changes resistances: +12% mind Changes resistances penetration: +5% mind Changes damage: +3% darkness Talent cooldown: Double Strike (-1 turn) Physical save: +10 (+4 eff.) Disarm immunity: +0% Metal gloves protecting the hands up to the middle of the lower arm. |
champion's drakeskin leather cap of sanctity (0 def, 5 armour) champion's drakeskin leather cap of sanctity (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Changes stats: +6 Str / +4 Wil Changes resistances: +11% blight / +13% darkness Spell save: +13 (+4 eff.) Mental save: +24 (+8 eff.) Light radius: +1 Activating this item is instant. It can be used to activate talent Circle of Sanctity, placing all other charms into a 30 cooldown : Effective talent level: 4.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 7 turns. A cap made of leather. |
6 agate 6 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
502 alchemist agate 502 alchemist agate0.00 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. |
4 onyx 4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarine 5 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 opal 9 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+0 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 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. |
Orb of Many Ways Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal, costing 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. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered 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. |
bloodstone bloodstone0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Stun/Freeze immunity: +60% When used to imbue an object: Stun/Freeze immunity: +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 fire opal 2 fire opal0.00 Encumbrance. Type: gem / red ; tier 5 When wielded/worn: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% When used to imbue an object: Physical crit. chance: +5.0% Changes damage: +10% all Spell crit. chance: +5% Mental crit. chance: +5% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)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 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
amazing frost salve [power 22] amazing frost salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 physical effects and grants a frost aura (22% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
amazing pain suppressor salve [power 233] amazing pain suppressor salve [power 233]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -233 life and reduces all damage by 25% for 7 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
amazing water salve [power 22] amazing water salve [power 22]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 5 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 3 mental effects and grants a water aura (22% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great frost salve [power 19] great frost salve [power 19]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 physical effects and grants a frost aura (19% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
great pain suppressor salve [power 199] great pain suppressor salve [power 199]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 4 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to let you fight up to -199 life and reduces all damage by 21% for 6 turns (takes no time to activate), putting Talent Medical Injector on cooldown for 10 turns. Medical salve. |
potent healing salve [power 155] potent healing salve [power 155]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 2 Using medical injector with 90% efficiency and 52% cooldown modifier. It can be used to heal 155, putting Talent Medical Injector on cooldown for 15 turns. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 3 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity)., putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
simple frost salve [power 10] simple frost salve [power 10]Infused by nature Powered by steamtech 1.00 Encumbrance. Type: misc / salve ; tier 1 Using medical injector with 90% efficiency and 52% cooldown modifier. Activating this item is instant. It can be used to remove 1 physical effects and grants a frost aura (10% cold, darkness and nature affinity), putting Talent Medical Injector on cooldown for 25 turns. Medical salve. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
5 amethyst 5 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
moonstone moonstone0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine 6 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Bririan the Halfling Psyshot level 33
50th Regrowth 123rd year of Ascendancy at 16:17 see stats
By Bririan the Halfling Psyshot level 33
49th Regrowth 123rd year of Ascendancy at 02:21 see stats
By Bririan the Halfling Psyshot level 21
28th Haze 122nd year of Ascendancy at 13:52 see stats
By Bririan the Halfling Psyshot level 36
4th Pyre 123rd year of Ascendancy at 04:21 see stats
By Bririan the Halfling Psyshot level 26
9th Regrowth 123rd year of Ascendancy at 12:15 see stats
By Bririan the Halfling Psyshot level 26
75th Haze 122nd year of Ascendancy at 03:41 see stats
By Bririan the Halfling Psyshot level 35
1st Time of Balance 123rd year of Ascendancy at 12:42 see stats
By Bririan the Halfling Psyshot level 38
51st Pyre 123rd year of Ascendancy at 00:12 see stats
By Bririan the Halfling Psyshot level 22
34th Haze 122nd year of Ascendancy at 02:58 see stats
By Bririan the Halfling Psyshot level 22
34th Haze 122nd year of Ascendancy at 03:59 see stats
By Bririan the Halfling Psyshot level 28
29th Regrowth 123rd year of Ascendancy at 20:29 see stats
By Bririan the Halfling Psyshot level 24
38th Haze 122nd year of Ascendancy at 22:15 see stats
By Bririan the Halfling Psyshot level 10
3rd Dusk 122nd year of Ascendancy at 04:47 see stats
By Bririan the Halfling Psyshot level 20
55th Dusk 122nd year of Ascendancy at 12:26 see stats
By Bririan the Halfling Psyshot level 30
39th Regrowth 123rd year of Ascendancy at 11:43 see stats
By Bririan the Halfling Psyshot level 21
12nd Haze 122nd year of Ascendancy at 18:21 see stats
By Bririan the Halfling Psyshot level 38
50th Pyre 123rd year of Ascendancy at 19:20 see stats
By Bririan the Halfling Psyshot level 11
10th Dusk 122nd year of Ascendancy at 00:48 see stats
By Bririan the Halfling Psyshot level 36
1st Time of Balance 123rd year of Ascendancy at 13:59 see stats
By Bririan the Halfling Psyshot level 7
3rd Summertide 122nd year of Ascendancy at 05:50 see stats
By Bririan the Halfling Psyshot level 26
6th Allure 123rd year of Ascendancy at 18:15 see stats
By Bririan the Halfling Psyshot level 7
1st Flare 122nd year of Ascendancy at 22:21 see stats
By Bririan the Halfling Psyshot level 26
52nd Haze 122nd year of Ascendancy at 17:11 see stats
By Bririan the Halfling Psyshot level 17
36th Dusk 122nd year of Ascendancy at 07:18 see stats
By Bririan the Halfling Psyshot level 36
7th Pyre 123rd year of Ascendancy at 11:56 see stats
By Bririan the Halfling Psyshot level 32
47th Regrowth 123rd year of Ascendancy at 17:48 see stats
Log
Bririan's mind surges with critical power!
Shadow casts Fade.
Shadow fades!
Shadow shrugs off the effect 'Wet'!
Shadow shrugs off the effect 'Wet'!
Bririan hits Shadow for 0 fire damage.
Bririan hits Shadow for 525 fire damage.
Bririan hits Shadow for 525 fire damage.
Bririan killed Shadow!
Shadow casts Fade.
Shadow fades!
Bririan hits Shadow for 0 temporal, 0 darkness, 0 fire, 0 physical, , 0 arcane, 0 arcane (0 total damage).
Shadow hits Bririan for 26 physical damage.
Bririan is no longer evading attacks.
Bririan receives 47 healing.
Bririan shoots!
Bririan tries to evade attacks.
Bririan's Shoot performs a ranged critical strike against Shadow!
Shadow resists!
Shadow shrugs off the critical damage!
Something hits Bririan for 607 mind damage.
Bririan hits Something for (2 deflected), 2 lightning, (5 deflected), 6 nature, (38 deflected), 38 physical (46 total damage).
Bririan hits Shadow for 0 mind, 0 lightning, , , , 0 physical, 0 lightning, 0 nature (0 total damage).
Bririan's Shoot hits Something for (1 deflected), 2 light (2 total damage).
Bririan's Shoot hits Shadow for 0 physical, 0 cold, 0 arcane, 0 nature, 0 light (0 total damage).
Shadow casts Blindside.
Bririan hits Shadow for 3 temporal, 0 darkness, 29 fire (32 total damage).
Shadow hits Bririan for 61 physical damage.
Saving game...