Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.0.5 |
Addons | Faerie addon for ToME 1.0.5Faeries are tiny, winged beings distantly related to Elves. •Unbreathing + 0 Magic, +0 Willpower, +6 Cunning Life per level: 6 Talents: •Flight, sustained •Fey Luck, passive •Fey Speed, activated •Fey Dodge, passive Spellsword 1.0.4This addon grew out of an attempt to rework the Arcane Blade base class from the TOME module way back in beta. Previous versions can be found under the "Arcane Blade Rework" addon. I got sufficient positive feedback, and it was a sufficient departure from the original class, that it was decided to split it off to its own class, while letting the Arcane Blade be updated by others. The class revolves around melee spells, utilizing a mixture of stamina and mana require skills. Probably the most unique feature are the elemental stances, only which one of is active at a time, and which are activated by using the basic elemental strikes. Stone Wardens DLC Class 1.0.5Donators/Buyers bonus! Alternate Zones Option 1.0.4Adds a game option "Alternate zones" to enable or disable (or optionally force) v1.0.3's new alternate zones, either globally or individually by zone. Also available as part of the ZOmnibus Addon Pack. Star kitty race 1.0.4Adds Star-kitties as a playable race. They're kinda unbalanced, it all started as a joke. Just consider them a way to run around as a space cat. It actually keeps bugging out when I try to upload it to the Steam workshop. No idea why, all my other addons upload fine. It's been like that for ages. If anyone knows why, let me know so I can get it to Steam too. Tier-1 Short Circuit Option 1.0.4Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Celestial Avatar Class 1.0.1"Celestial Avatars are the representation of the heavenly bodies summoned by Anorithils to help in the defense the Gates of Morning. Druid Class 1.0.4Infinite Farportal 1.0.4"Weeks ago, you arrived into the Shertul Fortress, following the collapse of Nur right behind you. Weeks later, as the town is coming together, you hear a loud growling sound coming from the south. Alongside the only possibilty of escaping from this place... Steeling your resolve, you have choosen to explore the portal, and look for a way out." --- In this addon, you attempt to complete the farportal as many times as possible. You are given access to a town in the north. In the Town, you can find a multitude of shops, and a Merchant. He can craft you tier 1-5 artifacts, for fair(or so he says) prices, to offer you a boost when you find yourself struggling. Lastly, and most dangerously, you can ask him to break 'Seals' of the Farportal, which will directly summon Farportal Bosses into the fortress. Additionally, you gain 10% of your current gold every time you complete a farportal, alongside an experience boost. --- Dive into the Infinite Farportal, and pray, or you will never again see the light of day. Alternate save system 1.0.4Removes the old effect duration reduction and chance to shrug off all of the effect. Makes saves work by applying the 'shrug off chance'to every potential single turn of the effect. This is displayed when effects are applied. Items Vault 1.0.1Donators/Buyers bonus! Wraith addon for ToME 3.9.38adds the wraith race to tome Midnight 1.0.4Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Werebeast Class 1.0.4Add a Werebeast class to the Wilder metaclass. Cursed by Nature to become an avenger against all who harm her. Its a bit Cursed, a bit Wyrmic and a bit Rogue. Contains 6 mostly unique Wild-Curse talent categories. Forum link: http://forums.te4.org/viewtopic.php?f=50&t=35100&start=0 Succor and easement 1.0.1INFO: This mod is *defunct*. Dead and buried. Been for years now. To be honest, I've been hoping something similar would make it into the main game but it never did. Which I will forever be miffed by :). There are alternatives (for both, the alchemist part and the escort part), check the comments, search the addons. I keep it here for those few who might want to play an older version of the game or for coding reference. --- Old description: A few things to make rng less random with regards to character build (because I really, really dislike it when a build is subject to randomness). This includes and is limited to: It does make the game easier. Not in a significant way but use at risk to your own pride. Formerly "known" as Succor and easement. Doctornull's Class Pack 1.0.5This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. Ignore Race/Class Locks 1.0.4Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Rare item Egos update 1.0.4This addon improves rare drops (Salmon colored items) by adding a single level appropriate ego to them. (They use the same methods as normal randarts.) This should make rare drops more useful on average (generally slightly better than normal egos) though still less powerful than full randarts. Files affected: mod.class.GameState.lua Wights 1.0.4Adds Wights as playable undead race. Merchant Rerolls 1.0.4This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. New Gem Types 1.0.5Minmay's runic golem left me wanting more gems, so I made more gems! There's still a few colors here and there missing, especially at T5 due to the supersaturation of Whites, but it's a decent holdover. Three new lines of gems. Crystal Race! New race based off of the crystals of scintillating caves! Full list of gems on the thread. Bunnymorph race 1.0.4Bunnymorphs are former humanoids morphed into bunnies by a spooky evil dark wizard. Stat modifiers: -3 Strength, +5 Dexterity, -5 Constitution, -2 Magic, 0 Willpower, +5 Cunning, +5 Luck v0.3: Bunny Hop: Haste of the Doomed happened, so Nibble Herbs: Arcanum Class Pack 1.0.4Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Turtle race 1.0.4This addon is home to bonus races, objects, and even a custom zone, for all your turtle pleasures. Races; Objects; Zones; Enemies; |
Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Female |
Race | Mardrop |
Class | Archmage |
Level / Exp | 41 / 23% |
Size | medium |
Lifes / Deaths | Killed by shadow at level 39 on the 10th Dusk 123rd year of Ascendancy at 08:12 / 2Killed by orc necromancer at level 40 on the 17th Dusk 123rd year of Ascendancy at 04:03 |
Primary Stats
Strength | 21 (base 10) |
Dexterity | 14 (base 10) |
Constitution | 80.98 (base 60) |
Magic | 94.98 (base 60) |
Willpower | 71.98 (base 44) |
Cunning | 47 (base 11) |
Resources
Life | 745/745 |
Mana | 126/362 |
Positive | 133/170 |
Healing Factor | 1 |
Regeneration | 1.35 |
Speed
Mental | -20% |
Attack | -20% |
Movement | +36% |
Spell | -20% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 3 |
Offense: Mainhand
Damage | 64 |
Accuracy | 26 |
Crit Chance | 22% |
APR | 16 |
Speed | 1.25 |
Offense: Offhand
Damage | 23 |
Accuracy | 26 |
Crit Chance | 31% |
APR | 20 |
Speed | 1.25 |
Offense: Spell
Spellpower | 69.995 |
Crit Chance | 23% |
Speed | 1.25 |
Cooldown Reduction | 30 |
Offense: Mind
Mindpower | 43.062 |
Crit Chance | 11% |
Speed | 1.25 |
Offense: Damage Bonus
Blight | +6% |
Physical | +46% |
Cold | +12% |
All | 0% |
Lightning | +12% |
Light | +20% |
Temporal | +15% |
Darkness | -6% |
Fire | +47% |
Arcane | +12% |
Offense: Damage Penetration
Lightning | +1% |
Light | +1% |
Temporal | +1% |
Arcane | +1% |
Fire | +1% |
Nature | +1% |
Defense: Base
Armour (hardiness) | 29 (30%) |
Defense | 32.2 |
Ranged Defense | 32.2 |
Fatigue | 7 |
Physical Save | 40.272666666667 |
Spell Save | 44.187 |
Mental Save | 50.256 |
Defense: Resistances
Lightning | + 13%( 71%) |
Light | + 14%( 71%) |
Temporal | + 24%( 71%) |
Darkness | + 23%( 70%) |
Physical | + 19%( 70%) |
Fire | + 50%( 71%) |
All | + 10%( 70%) |
Defense: Immunities
Silence Resistance | 32% |
Instadeath Resistance | 100% |
Confusion Resistance | 46% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to cure yourself of physical effects and reduce all damage taken by 14% for 4 turns. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: instant Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. Also while Heroism is active, you will only die when reaching -769 life. However, when below 0 you cannot see how much life you have left, and you will die if you did not heal before the effect ends. It will always increase your three highest stats. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: instant Is: a spell Description: Activate the rune to create a protective shield absorbing at most 474 damage for 6 turns. Its effects scale with your Magic stat. |
Class Talents
Spell / Meta | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/50 |
Spell / Temporal | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Light | 0.80 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 4/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Race / Mardrop | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Premonition |
talent | Spellcraft |
talent | Quicken Spells |
talent | Arcane Shield |
talent | Shielding |
beneficial effect | Increases your three highest stats by 15. Heroism |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target is surrounded by a space distortion that randomly sends (66% chance) incoming damage to another target (Betholdatha the orc necromancer). Absorbs 446/761 damage before it crumbles. Displacement Shield |
beneficial effect | The time distortion has created a restoration field, healing the target for 155 each turn. Temporal Restoration Field |
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 |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Turtlemire. Ancient Turtle CaveIt looks extremely dangerous, however - beware. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 1 of Old Forest. Escort: lost anorithil (level 1 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Daikara. Escort: lost anorithil (level 2 of Daikara)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Dreadfell. Escort: lost anorithil (level 2 of Dreadfell)As a reward you improved Cunning by +2. | done |
You successfully escorted the lost anorithil to the recall portal on level 3 of Old Forest. Escort: lost anorithil (level 3 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 4 of Old Forest. Escort: lost anorithil (level 4 of Old Forest)As a reward you improved talent Healing Light (+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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlYou talked for a while and it seems she has a crush on you, even though you are yourself a woman. Melinda decided to come live with you in your Fortress. | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You must stop the nagas. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 783. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | 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 AlchemistsMarus of Elvala has completed an elixir of the savior without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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. * You have destroyed Grushnak. * You have destroyed Gorbat. | 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 |
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 | pair of hardened leather boots 'Berukalthobers' (0 def, 3 armour) pair of hardened leather boots 'Berukalthobers' (0 def, 3 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +1 Str / +3 Mag / +3 Wil Life regen: +0.60 Maximum stamina: +15.00 It can be used to blink to a nearby random location, placing all other charms into a 25 cooldown. A pair of boots made of leather. |
Light source | Eldritch Pearl Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.2 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing 1 per turn to a maximum eventual radius of 4, doing 43.31 cold damage and 56.46 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Crown of Burning Pain (13 def, 0 armour) =Burn baby burn.= Crown of Burning Pain (13 def, 0 armour) =Burn baby burn.=Requires: - Cunning 25 Powered by arcane forces 4.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +0 Defense: +13 Fatigue: +4% Changes stats: +6 Cun / +6 Wil Changes resistances: +35% fire Changes damage: +35% fire It can be used to activate talent Meteor Rain (costing 25 power out of 8/50) : Effective talent level: 2.0 Power cost: 25 out of 8/50. Range: 5.0 Travel Speed: instantaneous Is: a spell Description: Uses arcane forces to summon 3 meteors that fall on the ground, smashing all around in a radius 2 for 220.47 fire and 218.97 physical damage. The hit zone will also turn into lava for 8 turns. The effects will increase with your Spellpower. This crown of pure flames possess a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
On hands | heroic hardened leather gloves of the nighthunter (0 def, 6 armour) heroic hardened leather gloves of the nighthunter (0 def, 6 armour)Crafted by a master Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 3 When wielded/worn: Accuracy: +8 Armour: +6 Changes stats: +3 Cun Changes resistances: +7% darkness Mental save: +5 Maximum life: +44.00 Infravision radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 26 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Eternity's Counter Eternity's CounterPowered by arcane forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 5 When wielded/worn: Changes resistances: +10% all / +15% temporal Reduce damage by fixed amount: +10 all Changes damage: +0% all / +15% temporal Movement speed: +20% Combat speed: -20% Casting speed: -20% Mental speed: -20% Offers either offensive or defensive benefits, depending on the position of the sands. It can be used to flip the hourglass, costing 20 power out of 20/20. This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
On fingers | Strikebreeze StrikebreezePowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 Defense: +8 Damage when the wearer hits(melee): 2 blight Changes resistances: +3% lightning Changes damage: +6% blight Mental save: +12 Silence immunity: +32% Confusion immunity: +36% Mana each turn: +0.26 Vim when firing critical spell: +2.00 Spellpower on spell critical (stacks up to 3 times): +6 Movement speed: +16% It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 4.0 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 38% for 5 turns. Rings can have magical properties. |
On fingers | Elemental Fury Elemental FuryPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +3 Cun / +3 Mag Changes damage: +12% arcane / +12% fire / +12% cold / +12% lightning All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around neck | savior's stralite amulet of manastreaming savior's stralite amulet of manastreamingPowered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Mag Physical save: +16 Spell save: +15 Mental save: +18 Mana each turn: +0.29 Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +32.00 Amulets can have magical properties. |
In main hand | magewarrior's short dragonbone starstaff of channeling (36-43.2 power, 6 apr, physical damage) magewarrior's short dragonbone starstaff of channeling (36-43.2 power, 6 apr, physical damage)Requires: - Magic 48 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 5 Base power: 36.0 - 43.2 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Accuracy: +10 Physical crit. chance: +7.0% Physical power: +9 Damage when the wearer hits(melee): 14 silence Changes damage: -6% darkness / +36% physical Talent granted: +1 Command Staff Critical mult.: +15.00% Mana each turn: +0.26 Spellpower: +33 Spell crit. chance: +12% It can be used to channel mana (increasing mana regen by 500% for ten turns), placing all other charms into a 30 cooldown. Staves designed for wielders of magic, by the greats of the art. |
Around waist | nightruned hardened leather belt of shielding nightruned hardened leather belt of shieldingPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Armour: +8 Changes resistances: +7% darkness / +5% light It can be used to create a temporary shield that absorbs 209 damage, placing all other charms into a 30 cooldown. A belt that goes around your waist. |
In off hand | Heaven's Glint (36-46.8 power, 10 apr) Heaven's Glint (36-46.8 power, 10 apr)Requires: - Magic 36 Powered by arcane forces 1.00 Encumbrance. 0.80 Ego Multiplier. [Unique] Type: weapon / dagger ; tier 4 Base power: 36.0 - 46.8 Uses stats: 55% Mag, 35% Str Damage type: Physical Mastery: Dagger Mastery Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +14.0% Attack speed: 100% Damage when this weapon hits: +20 cold Damage conversion: 50% light When wielded/worn: Changes stats: +4 Cun / +4 Mag Changes damage: +20% light Spellpower: +20 Light radius: +2 Talent on hit(spell): Sun Flare (10% chance level 4). It can be used to activate talent Circle of Blazing Light (costing 40 power out of 50/50) : Effective talent level: 4.0 Power cost: 40 out of 50/50. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle lights up affected tiles, increases your positive energy by 4 each turn, and deals 12.59 light damage and 15.42 fire damage per turn to everyone else within its radius. The circle lasts 7 turns. The damage will increase with your Spellpower. Magic from high above the clouds. This dagger serves good. |
Cloak | Desert Shade (10 def, 0 armour) Desert Shade (10 def, 0 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 4 When wielded/worn: Defense: +10 Damage when the wearer is hit: 20 blinding physical Changes resistances: +10% physical / +10% fire Changes damage: +10% physical Stealth bonus: +10 Physical save: +10 It can be used to activate talent Sandstorm (costing 20 power out of 12/25) : Effective talent level: 4.0 Power cost: 20 out of 12/25. Range: 8.0 Travel Speed: 200% of base Is: a spell and a nature gift Description: Summons a sandstorm that moves slowly toward its target, following it if it changes position. Any foe caught in its path takes 125.45 physical damage and could be blinded. When it reaches its target, it explodes in a radius of 1 for 225.24 physical damage and possibly blinding. All the sand will also drop onto them, slowing them for 4 turns. The sandstorm will last for 14 turns, or until it reaches its target. Damage will increase with your Spellpower. The outside of the cloak is covered with shifting sands, making it look like a pile of sand on the ground. |
Main armor | The Untouchable (14 def, 12 armour) =It's hammering time.= The Untouchable (14 def, 12 armour) =It's hammering time.=Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 Changes stats: +8 Cun When you take a hit of more than 20% of your max life a shield is created equal to double the damage taken. This rugged jacket is subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
Mirror Shards Mirror ShardsPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when the wearer is hit: 10 blinding Changes resistances: +25% light Changes damage: +12% light Light radius: +1 It can be used to create a reflective shield (50% reflection rate), costing 24 power out of 24/24. Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
This item will automatically be transmogrified when you leave the level. thunderous stralite greatsword of shearing (46-73.6 power, 3 apr)thunderous stralite greatsword of shearing (46-73.6 power, 3 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. 1.20 Ego Multiplier. Type: weapon / greatsword ; tier 4 It must be held with both hands. Base power: 46.0 - 73.6 Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +3 Physical crit. chance: +4.5% Attack speed: 100% Damage conversion: 40% lightning When wielded/worn: Armour penetration: +11 Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Changes resistances penetration: +9% lightning / +12% physical Changes damage: +11% physical Massive two-handed swords. |
This item will automatically be transmogrified when you leave the level. quick stralite longsword of erosion (33-46.2 power, 5 apr)quick stralite longsword of erosion (33-46.2 power, 5 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 4 Base power: 33.0 - 46.2 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 90% Damage when this weapon hits: +13 nature / +9 temporal When wielded/worn: Accuracy: +10 Changes stats: +4 Dex Sharp, long, and deadly. |
This item will automatically be transmogrified when you leave the level. Aerana the elven-wood starstaff (42-50.4 power, 5 apr, light damage)Aerana the elven-wood starstaff (42-50.4 power, 5 apr, light damage) Requires: - Magic 35 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 42.0 - 50.4 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% Damage when this weapon hits: +17 physical Burst (radius 2) on crit: +8 physical When wielded/worn: Accuracy: +13 Physical crit. chance: +13.0% Defense: +2 Changes stats: +1 Dex Changes resistances: +5% arcane Changes damage: +25% light Talent granted: +1 Command Staff Knockback immunity: +5% Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. elven-wood starstaff of breaching (25-30 power, 5 apr, light damage)elven-wood starstaff of breaching (25-30 power, 5 apr, light damage) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Base power: 25.0 - 30.0 Uses stat: 100% Mag Damage type: Light Mastery: Staff Mastery Accuracy bonus: +4.0% procs dam / acc Armour Penetration: +5 Physical crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes resistances penetration: +12% light Changes damage: +25% light Talent granted: +1 Command Staff Spellpower: +12 Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
This item will automatically be transmogrified when you leave the level. glacial stralite waraxe of paradox (31.5-44.1 power, 5 apr)glacial stralite waraxe of paradox (31.5-44.1 power, 5 apr) Requires: - Strength 35 Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: weapon / waraxe ; tier 4 Base power: 31.5 - 44.1 Uses stat: 100% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.2% crit / acc Armour Penetration: +5 Physical crit. chance: +6.5% Attack speed: 100% Damage when this weapon hits: +10 temporal Damage conversion: 39% ice When wielded/worn: Armour: +13 Damage when the wearer is hit: 11 temporal Changes resistances: +13% temporal Changes resistances penetration: +9% cold One-handed war axes. |
This item will automatically be transmogrified when you leave the level. heroic drakeskin leather gloves of dispersion (0 def, 8 armour)heroic drakeskin leather gloves of dispersion (0 def, 8 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 5 When wielded/worn: Armour: +8 Changes stats: +7 Mag / +4 Wil Damage when the wearer hits(melee): 11 arcane Changes resistances: +6% arcane Mental save: +9 Maximum life: +64.00 It can be used to activate talent Disperse Magic, placing all other charms into a 20 cooldown : Effective talent level: 3.9 Power cost: 20 out of 20/20. Range: 10.0 Travel Speed: instantaneous Is: a spell Description: Removes up to 4 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. When wielded/worn: Defense: +2 Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
This item will automatically be transmogrified when you leave the level. elven-silk wizard hat of arcana (3 def, 0 armour)elven-silk wizard hat of arcana (3 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 Changes stats: +5 Mag / +5 Wil Spellpower: +4 A pointy cloth hat, very wizardly... |
This item will automatically be transmogrified when you leave the level. multi-hued drakeskin leather armour of the wind (15 def, 2 armour)multi-hued drakeskin leather armour of the wind (15 def, 2 armour) Requires: - Strength 20 Infused by nature Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour penetration: +16 Physical crit. chance: +6.0% Armour: +2 Defense: +15 Fatigue: +8% Damage when the wearer is hit: 7 fire / 11 cold / 7 lightning / 10 acid Changes resistances: +8% fire / +9% cold / +8% lightning / +8% acid Stamina each turn: +1.00 Maximum life: -43.00 It can be used to activate talent Second Wind, placing all other charms into a 35 cooldown : Effective talent level: 5.0 Power cost: 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Take a deep breath to recover 55% of your stamina. A suit of armour made of leather. |
35 alchemist agate 35 alchemist agate0.00 Encumbrance. Type: alchemist-gem / blue ; tier 1 When used as an alchemist bomb: Bomb damage +5% When used in a prism: Prism damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +5 Damage when the wearer is hit: 15 blight Changes damage: +4% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Cun It can be used to use the orb, costing 1 power out of 1/1. This orb is warm to the touch. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: Changes stats: +6 Str It can be used to use the orb, costing 1 power out of 1/1. Visions of death and destruction fill your mind as you lift this orb. |
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. |
Gwai's Burninator Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of fire, costing 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Annulment Rod of AnnulmentPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to force some of your foe's infusions, runes or talents on cooldown, costing 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
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, 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. |
Rod of Spydric Poison (3/3) Rod of Spydric Poison (3/3)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison, costing 25 power out of 75/75. This rod carved out of a giant spider fang continuously drips venom. |
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 is 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. |
overpowered yew wand of detection [power 11] (15/23 cooldown) =Stick of Ultimate Power= overpowered yew wand of detection [power 11] (15/23 cooldown) =Stick of Ultimate Power=Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 It can be used to detect the presence of creatures around you (rad 11), placing all other charms into a 23 cooldown. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +22 Changes resistances: +5% all When used to imbue an object: Armour: +22 Changes resistances: +5% all Gems can be sold for money or used in arcane rituals. |
3 moonstone 3 moonstone0.00 Encumbrance. Type: gem / white ; tier 4 When wielded/worn: Armour: +16 Changes resistances: +4% all When used to imbue an object: Armour: +16 Changes resistances: +4% all Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Gems can be sold for money or used in arcane rituals. |
fire opal fire opal0.00 Encumbrance. Type: gem / yellow ; 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% Gems can be sold for money or used in arcane rituals. |
Achievements
By Lyndalet the Mardrop Archmage level 31
21st Pyre 123rd year of Ascendancy at 03:22 see stats
By Lyndalet the Mardrop Archmage level 30
42nd Regrowth 123rd year of Ascendancy at 03:25 see stats
By Lyndalet the Mardrop Archmage level 31
17th Pyre 123rd year of Ascendancy at 23:23 see stats
By Lyndalet the Mardrop Archmage level 35
41st Pyre 123rd year of Ascendancy at 03:08 see stats
By Lyndalet the Mardrop Archmage level 33
37th Pyre 123rd year of Ascendancy at 06:05 see stats
By Lyndalet the Mardrop Archmage level 20
16th Haze 122nd year of Ascendancy at 04:49 see stats
By Lyndalet the Mardrop Archmage level 26
22nd Regrowth 123rd year of Ascendancy at 08:57 see stats
By Lyndalet the Mardrop Archmage level 36
72nd Pyre 123rd year of Ascendancy at 11:06 see stats
By Lyndalet the Mardrop Archmage level 32
33rd Pyre 123rd year of Ascendancy at 00:24 see stats
By Lyndalet the Mardrop Archmage level 38
6th Dusk 123rd year of Ascendancy at 01:48 see stats
By Lyndalet the Mardrop Archmage level 17
71st Dusk 122nd year of Ascendancy at 19:25 see stats
By Lyndalet the Mardrop Archmage level 22
36th Haze 122nd year of Ascendancy at 09:27 see stats
By Lyndalet the Mardrop Archmage level 35
69th Pyre 123rd year of Ascendancy at 07:14 see stats
By Lyndalet the Mardrop Archmage level 31
25th Pyre 123rd year of Ascendancy at 19:35 see stats
By Lyndalet the Mardrop Archmage level 17
37th Dusk 122nd year of Ascendancy at 10:23 see stats
By Lyndalet the Mardrop Archmage level 10
1st Flare 122nd year of Ascendancy at 12:00 see stats
By Lyndalet the Mardrop Archmage level 20
7th Haze 122nd year of Ascendancy at 10:07 see stats
By Lyndalet the Mardrop Archmage level 30
42nd Regrowth 123rd year of Ascendancy at 00:11 see stats
By Lyndalet the Mardrop Archmage level 40
12nd Dusk 123rd year of Ascendancy at 16:43 see stats
By Lyndalet the Mardrop Archmage level 5
74th Pyre 122nd year of Ascendancy at 20:51 see stats
By Lyndalet the Mardrop Archmage level 2
74th Pyre 122nd year of Ascendancy at 19:23 see stats
By Lyndalet the Mardrop Archmage level 39
12nd Dusk 123rd year of Ascendancy at 15:35 see stats
By Lyndalet the Mardrop Archmage level 12
12nd Dusk 122nd year of Ascendancy at 22:21 see stats
By Lyndalet the Mardrop Archmage level 25
59th Haze 122nd year of Ascendancy at 16:51 see stats
By Lyndalet the Mardrop Archmage level 32
29th Pyre 123rd year of Ascendancy at 23:16 see stats
By Lyndalet the Mardrop Archmage level 33
33rd Pyre 123rd year of Ascendancy at 06:59 see stats
By Lyndalet the Mardrop Archmage level 40
17th Dusk 123rd year of Ascendancy at 04:01 see stats
By Lyndalet the Mardrop Archmage level 11
5th Flare 122nd year of Ascendancy at 14:25 see stats
By Lyndalet the Mardrop Archmage level 37
3rd Mirth 123rd year of Ascendancy at 01:42 see stats
By Lyndalet the Mardrop Archmage level 25
59th Haze 122nd year of Ascendancy at 23:03 see stats
By Lyndalet the Mardrop Archmage level 25
61st Haze 122nd year of Ascendancy at 07:32 see stats
By Lyndalet the Mardrop Archmage level 28
36th Regrowth 123rd year of Ascendancy at 22:44 see stats
By Lyndalet the Mardrop Archmage level 17
55th Dusk 122nd year of Ascendancy at 14:20 see stats
By Lyndalet the Mardrop Archmage level 39
10th Dusk 123rd year of Ascendancy at 08:12 see stats
By Lyndalet the Mardrop Archmage level 29
42nd Regrowth 123rd year of Ascendancy at 00:11 see stats
Log
Effect from Lyndalet hits Betholdatha the orc necromancer for 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Something hits Something for 88 light damage.
Something receives 17 healing.
Something hits Something for 55 light damage.
Something hits Something for 88 light damage.
Something hits Lyndalet for (10 resist armor), 0 light (0 total damage).
Something hits Something for 105 light damage.
Something hits Something for 105 light damage.
Something hits Something for 80 light damage.
Something hits Something for 88 light damage.
Talent Pulverizing Auger is ready to use.
Your time shield crumbles under the damage!
The fabric of time around Lyndalet stabilizes to normal.
The powerful time-altering energies generate a restoration field on Lyndalet.
The displacement shield teleports the damage to Betholdatha the orc necromancer!
Lyndalet's saves/resistances reduce duration by 2/0!
Lyndalet is corroded.(1 of potential 3 turns)
The protective shield of Lyndalet disappears.
The shield around Lyndalet crumbles.
Lyndalet receives 155 healing from Effect.
Something hits Lyndalet for (10 resist armor), 0 acid (0 total damage).
Lyndalet has shook off the effects of their corrosion.
Lyndalet recovers sight.
Lyndalet is no longer shining.
Lyndalet receives 155 healing from Effect.