Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! Items Vault 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Skeleton |
Class | Temporal Warden |
Level / Exp | 23 / 60% |
Size | huge |
Lifes / Deaths | Killed by dreaming horror at level 22 on the 51st Haze 122nd year of Ascendancy at 23:43 / 2Killed by Aridhenn the skeleton warrior at level 23 on the 66th Haze 122nd year of Ascendancy at 18:42 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 30 (base 14) |
Constitution | 29 (base 18) |
Magic | 77 (base 53) |
Willpower | 60 (base 36) |
Cunning | 26 (base 10) |
Resources
Life | -64/703 |
Mana | 362/482 |
Paradox | 260 |
Healing Factor | 1.1524687383468 |
Regeneration | 3.7455233996273 |
Speed
Mental | -2.8088642523016E-12% |
Attack | -2.8088642523016E-12% |
Movement | -2.2204460492503E-14% |
Spell | -2.8088642523016E-12% |
Global | +100% |
Vision
Sight | 14 |
Lite | 6 |
Infravision | 9 |
See Stealth | 24.914501576386 |
See Invisible | 36.914501576386 |
Offense: Mainhand
Damage | 106 |
Accuracy | 40 |
Crit Chance | 12% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 35 |
Accuracy | 40 |
Crit Chance | 17% |
APR | 29 |
Speed | 1.00 |
Offense: Spell
Spellpower | 48 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Acid | +15% |
Light | +9% |
Temporal | +6% |
Nature | +15% |
Arcane | +6% |
Mind | +15% |
All | 0% |
Offense: Damage Penetration
Temporal | +36% |
Lightning | +41% |
Arcane | +16% |
All | +11% |
Defense: Base
Armour (hardiness) | 28 (60%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 4 |
Physical Save | 37 |
Spell Save | 46 |
Mental Save | 28 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 23%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 23%( 70%) |
All | + 15%( 70%) |
Lightning | + 46%( 70%) |
Light | + 18%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 16%( 70%) |
Mind | + 20%( 70%) |
Fire | + 23%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 22% |
Confusion Resistance | 26% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 80% |
Disarm Resistance | 100% |
Bleed Resistance | 100% |
Pinning Resistance | 49% |
Instadeath Resistance | 100% |
Knockback Resistance | 51% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 402 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 485 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
Chronomancy / Bow Threading | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Speed Control | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Temporal Combat | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Blade Threading | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Undead / Skeleton | 1.10 |
| 2/5 |
| 3/5 |
| 2/5 |
| 5/5 |
Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 26. | 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. | active |
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 ice ant stinger. * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 vial of squid ink. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 ice wyrm tooth. * You've found the needed xorn fragment. * You've found the needed length of troll intestine. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | Garatira the Daycast (0 def, 7 armour) Garatira the Daycast (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Changes resistances: +5% arcane / +3% mind Changes damage: +9% light Spell save: +9 (+3 eff.) Blindness immunity: +10% Poison immunity: +10% Infravision radius: +1 A pair of boots made of leather. |
Light source | alchemist's lamp 'Adiba' alchemist's lamp 'Adiba'Infused by nature 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Changes resistances: +18% lightning / +5% arcane / +6% acid Blindness immunity: +20% Poison immunity: +10% Maximum life: +50.00 Light radius: +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Chyleg the Glimmerpanic (0 def, 4 armour) Chyleg the Glimmerpanic (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +6 Armour: +4 Fatigue: +4% Changes stats: +4 Dex / +7 Mag / +3 Cun Changes resistances: +6% temporal Changes resistances penetration: +25% temporal Reduces incoming crit damage: 10.00% Light radius: +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Koryhell (0 def, 2 armour) Koryhell (0 def, 2 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: armor / hands ; tier 2 When wielded/worn: Accuracy: +6 (+2 eff.) Armour: +2 Effects on melee hit: * 14% chance to reduce all saves and defense by 27 * 20% chance to slow global speed by 54% Damage (Melee): 18 darkness / 14 mind Changes stats: +1 Con Changes resistances: +6% acid / +3% light / +3% nature Physical save: +19 (+7 eff.) Spell save: +5 (+2 eff.) Mental save: -2 (-1 eff.) Disarm immunity: +52% Mindpower: +5 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Activating this item is instant. It can be used to activate talent Juggernaut, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | steel torque of psionic shield 'Galesear' [power 43] (25 cooldown) steel torque of psionic shield 'Galesear' [power 43] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Damage when hit (Melee): 4 temporal Changes stats: +1 Cun / +2 Wil Changes resistances: +18% lightning Changes resistances penetration: +25% lightning Changes damage: +6% temporal It can be used to setup a psionic shield, reducing all damage taken by 43 for 5 turns Activation puts all charms on cooldown for 25 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | steel ring 'Urthidegar' steel ring 'Urthidegar'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Changes resistances: +5% arcane / +1% physical Blindness immunity: +28% Disarm immunity: +50% Pinning immunity: +49% Knockback immunity: +51% Maximum life: +42.00 Infravision radius: +3 See stealth: +8 See invisible: +8 Rings make your fingers look great! |
On fingers | Phlegmmire the gold ring Phlegmmire the gold ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +5 Wil / +4 Mag Changes resistances: +9% nature Mental save: +8 (+4 eff.) Confusion immunity: +26% Stun/Freeze immunity: +22% Life regen: +3.00 Spellpower: +7 (+2 eff.) Rings make your fingers look great! |
Around neck | Emelewen EmelewenInfused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 24 Damage when hit (Melee): 2 blight Changes stats: +2 Cun Changes damage: +6% arcane Blindness immunity: +22% Infravision radius: +5 Sight radius: +4 See invisible: +12 Amulets make your neck look great! |
In main hand | Anuhad the voratun waraxe (40-57 power, 6 apr) Anuhad the voratun waraxe (40-57 power, 6 apr)Requires: - Magic 48 Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 5 Base power: 40.5 - 56.7 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +6 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 83 damage Damage (Melee): +16 blight Damage (radius 1) on hit: +13 fire When wielded/worn: Accuracy: +14 (+4 eff.) Armour penetration: +13 Changes resistances penetration: +5% arcane / +11% all Critical mult.: +10.00% Mana when firing critical spell: +2.00 Damage Shield penetration: +10% One-handed war axes. |
Around waist | hardened leather belt 'Xeruvea' hardened leather belt 'Xeruvea'Infused by nature Crafted by a master 1.00 Encumbrance. [Random Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical power: +14 (+5 eff.) Changes stats: +3 Str / +4 Wil / +3 Cun / +5 Con Changes resistances: +9% cold / +3% mind / +6% temporal Damage against: +18% Summoned Reduced damage from: +18% Summoned Physical save: +8 (+4 eff.) Spell save: +8 (+3 eff.) Size category: +2 A belt that goes around your waist. |
In off hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)Requires: - Dexterity 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | cashmere cloak 'Sparkcutter' (2 def, 0 armour) cashmere cloak 'Sparkcutter' (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +1 Dex / +3 Mag / +9 Wil / +7 Cun Changes resistances penetration: +5% lightning Critical mult.: +5.00% Equilibrium when hit: +0.12 Hate when firing a critical mind attack: +3.00 Maximum hate: +2.00 Spell crit. chance: +6% Mental crit. chance: +6% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+4 eff.) Damage when hit (Melee): 20 poison / 20 nature slow Changes stats: +4 Wil / +5 Con Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+4 eff.) Spell save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +5% This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the psychic (absorb 230; dur 3; cd 15) shielding rune of the psychic (absorb 230; dur 3; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 3 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Poravena the copper amulet Poravena the copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +15 (+5 eff.) Changes stats: +3 Con Critical mult.: +5.00% Cut immunity: +50% Hate when firing a critical mind attack: +2.00 Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 35 cooldown : Effective talent level: 2.0 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 242 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Yarekor the copper amulet Yarekor the copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Armour: +2 Changes resistances: +3% darkness Changes resistances penetration: +5% mind Talent mastery: +0.12 Chronomancy / Temporal Combat Teleport immunity: +20% Mental crit. chance: +1% Amulets make your neck look great! |
Gyvor GyvorInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Cun / +1 Str Changes resistances: +6% nature / +6% blight Poison immunity: +11% Disease immunity: +11% Infravision radius: +1 See invisible: +12 Rings make your fingers look great! |
Voribeth the gold ring Voribeth the gold ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 10 arcane resource burn Changes resistances: +30% cold / +12% light / +6% nature Changes damage: +15% cold Spell save: +3 (+1 eff.) Mental save: +9 (+4 eff.) Disease immunity: +20% Rings make your fingers look great! |
copper ring 'Chuharadir' copper ring 'Chuharadir'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical power: +5 (+2 eff.) Changes stats: +2 Con Changes resistances: +22% nature Changes resistances penetration: +5% mind Changes damage: +11% nature Maximum stamina: +30.00 Rings make your fingers look great! |
rogue's copper ring rogue's copper ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+2 eff.) Changes stats: +2 Cun Rings make your fingers look great! |
Moon (10-13 power, 0 apr) Moon (10-13 power, 0 apr)Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The moon shines alone in a starless sky. Base power: 10.0 - 13.0 Uses stats: 20% Mag, 20% Dex Damage type: Darkness Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Darkness damage. When wielded/worn: Light radius: -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Radhurion the iron dagger (10-12 power, 5 apr) Radhurion the iron dagger (10-12 power, 5 apr)Requires: - Dexterity 11 Infused by nature 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 9.5 - 12.3 Uses stats: 50% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +6.0% Attack speed: 100% On weapon hit: * 20% chance to reduce armor by 34% Damage (Melee): +7 nature Damage (radius 1) on hit: +4 physical When wielded/worn: Armour: +2 Changes stats: +1 Con Physical save: +6 (+3 eff.) Maximum life: +40.00 Sharp, short and deadly. |
thought-forged iron dagger of phasing (10-13 power, 10 apr) thought-forged iron dagger of phasing (10-13 power, 10 apr)Requires: - Dexterity 11 Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +4.0% Attack speed: 100% On weapon hit: * 12% chance to reduce all saves and defense by 27 Damage Shield penetration (this weapon only): +11% Damage (Melee): +6 mind When wielded/worn: Changes stats: +1 Cun / +2 Wil Sharp, short and deadly. |
Issulach the ash longbow Issulach the ash longbowRequires: - Dexterity 16 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 2 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 On weapon hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +14 lightning / +11 cold Damage (radius 1) on hit: +4 arcane When wielded/worn: Changes resistances penetration: +11% physical Changes damage: +18% lightning / +17% cold / +6% arcane Longbows are used to shoot arrows at your foes. |
Shockstreaker the yew longbow Shockstreaker the yew longbowRequires: - Dexterity 24 - Talent Shoot Infused by nature Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +4 lightning Damage (radius 1) on hit: +4 lightning When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +12 Wil / +17 Con Changes resistances: +5% arcane Changes resistances penetration: +15% lightning Changes damage: +9% lightning Talent mastery: +0.30 Wild-gift / Fungus Maximum life: +15.00 It can be used to regenerate 108 life over 5 turns Activation puts all charms on cooldown for 20 turns. Longbows are used to shoot arrows at your foes. |
Surefire SurefireRequires: - Dexterity 18 - Talent Shoot Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 1 It must be held with both hands. Base power: 0.0 - 0.0 Uses stat: 0% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 105% Firing range: +9 When wielded/worn: Accuracy: +12 (+4 eff.) Physical crit. chance: +5.0% Changes stats: +3 Dex Changes damage: +5% physical This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
iron longsword 'Muckglamour' (12-18 power, 2 apr) iron longsword 'Muckglamour' (12-18 power, 2 apr)Requires: - Magic 11 Infused by nature 3.00 Encumbrance. Type: weapon / longsword ; tier 1 Base power: 12.5 - 17.5 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +5 nature When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 54% Changes stats: +1 Wil Changes resistances penetration: +5% cold Sharp, long, and deadly. |
Duvudutar the dwarven-steel mace (26-36 power, 4 apr) Duvudutar the dwarven-steel mace (26-36 power, 4 apr)Requires: - Magic 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / mace ; tier 3 Base power: 26.0 - 36.4 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +4 Crit. chance: +1.5% Attack speed: 100% When wielded/worn: Accuracy: +16 (+5 eff.) Armour penetration: +7 Effects on melee hit: * 20 arcane resource burn Changes stats: +8 Str / +6 Dex / +3 Mag / +6 Wil / +6 Cun / +5 Con Changes resistances: +3% cold / +3% darkness / +6% temporal Changes resistances penetration: +7% physical Changes damage: +5% physical Blunt and deadly. |
Baristir (14-19 power, 5 apr) Baristir (14-19 power, 5 apr)Requires: - Magic 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / waraxe ; tier 2 Base power: 13.5 - 18.9 Uses stat: 100% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +5 nature When wielded/worn: Physical crit. chance: +6.0% Physical power: +5 (+2 eff.) Changes stats: +4 Dex / +6 Wil / +6 Con Changes damage: +3% physical Maximum life: +37.00 One-handed war axes. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Tulustir (0 def, 1 armour) Tulustir (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes resistances penetration: +15% arcane Maximum encumbrance: +23 Physical save: +6 (+3 eff.) Mental save: +3 (+1 eff.) Spellpower on spell critical (stacks up to 3 times): +2 Maximum hate: +4.00 Spellpower: +5 (+1 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Strikenoon' (0 def, 1 armour) pair of rough leather boots 'Strikenoon' (0 def, 1 armour)Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes stats: +1 Mag Changes resistances: +15% lightning / +6% temporal / +5% arcane Reduces incoming crit damage: 5.00% A pair of boots made of leather. |
Eroldil the Dazzleoracle (0 def, 1 armour) Eroldil the Dazzleoracle (0 def, 1 armour)Requires: - Heavy armour training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Damage (Melee): 5 temporal Damage (Ranged): 8 temporal Damage when hit (Melee): 8 light Changes stats: +1 Mag Changes resistances: +5% temporal Changes damage: +6% light / +4% temporal Infravision radius: +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Belylekan the iron helm (0 def, 3 armour) Belylekan the iron helm (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 10% chance to reduce all saves and defense by 27 Damage when hit (Melee): 8 mind Changes stats: +2 Cun / +2 Dex Maximum life: +60.00 Maximum hate: +2.00 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / head ; tier 1 When wielded/worn: Changes resistances: +10% lightning / +10% cold Changes damage: +10% lightning / +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. It can be used to activate talent Call Lightning (costing 15 power out of 30/30) : Effective talent level: 1.0 Power cost: 15 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 36.30 to 108.90 lightning damage (72.60 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Zubyldalaith (5 def, 3 armour) Zubyldalaith (5 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Accuracy: +5 (+1 eff.) Armour: +3 Defense: +5 (+2 eff.) Fatigue: +5% Changes stats: +4 Str / +5 Mag / +1 Cun Reduces incoming crit damage: 15.00% Only die when reaching: -40.00 life A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bokolach the Quenchpyre (15/15, 19-27 power, 7 apr) Bokolach the Quenchpyre (15/15, 19-27 power, 7 apr)Requires: - Dexterity 16 Infused by nature 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 15 On weapon hit: * 20% chance to slow global speed by 54% * 20% chance to reduce all saves and defense by 27 Damage (Ranged): +12 nature / +4 cold / +16 mind Damage (radius 1) on hit: +4 cold Arrows are used with bows to pierce your foes to death. |
Hellworth (37/37, 14-19 power, 5 apr) Hellworth (37/37, 14-19 power, 5 apr)Requires: - Dexterity 11 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 1 Base power: 13.5 - 18.9 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +1.0% Capacity: 37 On weapon hit: * 20% chance to slow global speed by 54% * 10 arcane resource burn Damage (Ranged): +4 fire When wielded/worn: Ammo reloads per turn: +2 Arrows are used with bows to pierce your foes to death. |
Velunn (15/15, 32-44 power, 7 apr) Velunn (15/15, 32-44 power, 7 apr)Requires: - Dexterity 16 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: ammo / arrow ; tier 2 Base power: 31.5 - 44.1 Uses stats: 70% Dex, 50% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Accuracy: +8 Armour Penetration: +7 Crit. chance: +9.5% Capacity: 15 On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage Shield penetration (this weapon only): +10% Damage (Ranged): +12 lightning / +8 arcane Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +8 lightning / +8 arcane Arrows are used with bows to pierce your foes to death. |
This item will automatically be transmogrified when you leave the level. quiver of ash arrows 'Lavalord' (14/14, 19-27 power, 7 apr)quiver of ash arrows 'Lavalord' (14/14, 19-27 power, 7 apr) Requires: - Dexterity 16 Powered by arcane forces 3.00 Encumbrance. Type: ammo / arrow ; tier 2 Base power: 19.0 - 26.6 Uses stats: 50% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +1.5% Capacity: 14 On weapon hit: * 11% chance to gain 10% of a turn (3/turn limit) Damage (Ranged): +20 blight / +14 temporal / +16 cold Damage (radius 1) on hit: +20 fire Damage (radius 2) on crit: +16 fire Arrows are used with bows to pierce your foes to death. |
4 agate 4 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. |
300 alchemist agate 300 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. |
onyx onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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. |
2 opal 2 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. |
6 topaz 6 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str Infravision radius: +2 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+1 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +2 Infravision radius: +7 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects Activation costs 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
The Cog The CogPowered by unknown forces 0.00 Encumbrance. [Legendary] Type: cog / mechanical ; tier 3 When wielded/worn: Changes stats: +5 Cun / +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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 Activation costs 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. |
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) Activation costs 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. |
Adesenor [power 105] (15 cooldown) Adesenor [power 105] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Defense: +20 (+7 eff.) Changes stats: +1 Str Changes resistances: +5% arcane It can be used to project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 105 physical damage Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
iron torque of mindblast [power 100] (15 cooldown) iron torque of mindblast [power 100] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 It can be used to blast the opponent's mind dealing 115 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. Torques are made by powerful psionics to store psionic powers. |
This item will automatically be transmogrified when you leave the level. powerful steel torque of psionic shield [power 49] (25 cooldown)powerful steel torque of psionic shield [power 49] (25 cooldown) Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to setup a psionic shield, reducing all damage taken by 49 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
6 amethyst 6 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. |
Silita the elm wand of conjuration [power 105] (15 cooldown) Silita the elm wand of conjuration [power 105] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Poison immunity: +10% Pinning immunity: +20% Maximum life: +40.00 It can be used to fire a magical bolt dealing 121 acid damage Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 24% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
8 citrine 8 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Particulate Helix the Skeleton Temporal Warden level 12
46th Dusk 122nd year of Ascendancy at 09:49 see stats
By Particulate Helix the Skeleton Temporal Warden level 21
42nd Haze 122nd year of Ascendancy at 18:27 see stats
By Particulate Helix the Skeleton Temporal Warden level 23
53rd Haze 122nd year of Ascendancy at 04:09 see stats
By Particulate Helix the Skeleton Temporal Warden level 20
41st Haze 122nd year of Ascendancy at 16:00 see stats
By Particulate Helix the Skeleton Temporal Warden level 10
9th Mirth 122nd year of Ascendancy at 16:59 see stats
By Particulate Helix the Skeleton Temporal Warden level 20
40th Haze 122nd year of Ascendancy at 15:19 see stats
By Particulate Helix the Skeleton Temporal Warden level 20
41st Haze 122nd year of Ascendancy at 16:00 see stats
By Particulate Helix the Skeleton Temporal Warden level 19
24th Haze 122nd year of Ascendancy at 08:41 see stats
By Particulate Helix the Skeleton Temporal Warden level 9
8th Mirth 122nd year of Ascendancy at 21:40 see stats
By Particulate Helix the Skeleton Temporal Warden level 12
1st Flare 122nd year of Ascendancy at 06:54 see stats
By Particulate Helix the Skeleton Temporal Warden level 21
42nd Haze 122nd year of Ascendancy at 17:11 see stats
By Particulate Helix the Skeleton Temporal Warden level 15
61st Dusk 122nd year of Ascendancy at 01:59 see stats
By Particulate Helix the Skeleton Temporal Warden level 22
51st Haze 122nd year of Ascendancy at 23:44 see stats
Log
Aridhenn the skeleton warrior activates Hymn of Shadows.
Aridhenn the skeleton warrior deactivates Hymn of Detection.
Aridhenn the skeleton warrior casts Moonlight Ray.
Aridhenn the skeleton warrior's spell attains critical power!
Aridhenn the skeleton warrior is surging arcane power.
Particulate Helix shares damage with his guardian!
Burning from Islera the skeleton magus hits Particulate Helix's temporal clone for 62 fire damage.
Burning from Islera the skeleton magus hits Particulate Helix's temporal clone for (6 shared) damage.
Burning from Islera the skeleton magus hits Particulate Helix for 56 fire damage.
Aridhenn the skeleton warrior hits Particulate Helix for (69 shared), 278 darkness (278 total damage).
Porerita the skeleton mage uses Thermal Balance.
Particulate Helix Triggers an Anomaly! (Anomaly Stop).
Particulate Helix creates a bubble of nul time.
Particulate Helix's temporal clone shrugs off the effect 'Stunned'!
Particulate Helix is stunned!
Temporal hound is stunned!
You lose control and unleash an anomaly!
Spacetime feels more stable.
Islera the skeleton magus casts Manathrust.
Your Contingency triggered See the Threads!
Islera the skeleton magus hits Particulate Helix's temporal clone for (29 shared) damage.
Islera the skeleton magus hits Particulate Helix for 257 fire damage.
Particulate Helix casts See the Threads.
Aridhenn the skeleton warrior casts Starfall.
Particulate Helix's temporal clone is stunned!
Temporal hound shrugs off the effect 'Stunned'!
Aridhenn the skeleton warrior hits Temporal hound for 115 darkness damage.
Aridhenn the skeleton warrior hits Particulate Helix's temporal clone for (12 shared), 121 darkness (133 total damage).
Aridhenn the skeleton warrior hits Particulate Helix for 109 darkness damage.
Particulate Helix the level 23 skeleton temporal warden was darkened to death by Aridhenn the skeleton warrior on level 2 of Ruined halfling complex.