















Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.6.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ignore Race/Class Locks 1.1.0Modifies 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Adventurer |
| Level / Exp | 17 / 14% |
| Size | huge |
| Lifes / Deaths | Killed by war hound at level 17 on the 38th Haze 122nd year of Ascendancy at 13:37 / 1 |
Primary Stats
| Strength | 36 (base 21) |
| Dexterity | 16 (base 12) |
| Constitution | 19 (base 12) |
| Magic | 43 (base 35) |
| Willpower | 24 (base 19) |
| Cunning | 26 (base 24) |
Resources
| Mana | 286/286 |
| Psi | 94/94 |
| Vim | 164/164 |
| Life | -79/630 |
| Steam | 94/100 |
| Stamina | 193/193 |
| Paradox | 377 |
| Healing Factor | 1.3214285714285 |
| Regeneration | 98.60230142691 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 3 |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 50 |
| Crit Chance | 11% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 10 |
| Accuracy | 50 |
| Crit Chance | 11% |
| APR | 0 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | -27% |
| Cold | -28% |
| All | -38% |
| Lightning | -35% |
| Light | -14% |
| Temporal | -33% |
| Physical | -33% |
| Darkness | -33% |
| Nature | -32% |
Offense: Damage Penetration
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 20 (50.629139072848%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 9 |
| Physical Save | 26 |
| Spell Save | 31 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 24%( 70%) |
| Arcane | + 17%( 70%) |
| Cold | + 46%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 18%( 70%) |
| Light | + 40%( 70%) |
| Temporal | + 10%( 70%) |
| Fire | -41%( 70%) |
| Physical | -49%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Disarm Resistance | 31% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 341 life over 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 224 life over 5 turns. Its effects scale with your Willpower stat. |
| Implants | Effective talent level: 1.0 Implant: Steam GeneratorUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Steamtech (100% of a turn) Is: a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Demonic pact | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Butchery | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Steamtech / Battlefield management | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Blade Threading | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Tempest of Metal |
| talent | Reality Smearing |
| talent | Kinetic Shield |
| talent | Thermal Shield |
| talent | Grinding Shield |
| talent | Chant of Fortress |
| talent | Beyond the Flesh |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target physical resistance is reduced by 65%. Lowered physical resistance |
| beneficial effect | Increases defense by 8. Mobile Defense |
| beneficial effect | The target's spellpower has been increased by 12. Spellsurge |
| beneficial effect | A flow of life spins around the target, regenerating 68.13 life per turn. Regeneration |
| detrimental effect | Damage received in the past is returned as 97.85 paradox damage per turn. Reality Smearing |
| detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 9. Intimidated |
| detrimental effect | The target fire resistance is reduced by 65%. Lowered fire resistance |
| detrimental effect | The target is poisoned, taking 66.44 nature damage per turn. Poison |
| detrimental effect | The target has been harassed by its stalker, reducing damage by 38%. Harassed |
| detrimental effect | Bill the Blinking Blades is fed upon by Arumirin the gloomy giant venus flytrap. Fed Upon |
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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | 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 Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Trollmire. Escort: repented thief (level 1 of Trollmire)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 orc heart. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed length of troll intestine. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed green worm. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed bear paw. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 honey tree root. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' | active |
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 within | active |
Equipment
| Psionic focus | Oakbearer (124% power, 2 apr) 3.0 T2 battleaxe 1H weapon [Random Unique] Arcane/Master Power 124% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 blight +12 light Against +7% Undead On Crit.r2 +12 nature On Hit: * 10% chance to reduce strength, dexterity, and constitution by 20 While equipped: dps ---------- Dmg.mod +6% nature Acc +9 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +31% ---------- misc Talents +2 Flame Bolts Massive two-handed battleaxes. |
| On hands | Siluma (30 def, 1 armour)1.5 T1 hands armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Acc +10 (+3 eff.) ----- def ----- Armour +1 Defense +30 (+10 eff.) Fatigue +1% Resists +9% acid ---------- misc Max.stam +10.00 Unarmed combat: Power 101% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +5 Apr +3 Crit +7.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(75 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Urthotochak the Flashripper (0 def, 2 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Armour +2 Fatigue +1% Resists +3% light +9% acid Max.HP +20.00 Heal.mod +15% ---------- misc Infravis +1 A hat made of leather. Very stylish. |
| On feet | Beetontir the pair of iron boots (0 def, 5 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +2 Con ----- def ----- Armour +5 Fatigue +2% Resists +12% cold HP.reg +4.00 ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | Glybeth the elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +1% Crit.mult +10.00% S.pwr/crit +4 ---------- misc Max.mana +20.00 Sting an enemy dealing 79 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 23% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Rings can have magical properties. |
| On fingers | psionicist's copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Mind.save +4 (+2 eff.) Rings can have magical properties. |
| Around neck | steel amulet 'Dryziladig'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Str +5 Mag dps ---------- Phys.crit +3.0% Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% light +5% temporal +5% darkness +5% physical Acc +5 (+1 eff.) ----- def ----- Resists +3% temporal ---------- misc Masteries +0.19 Chronomancy/Threaded Combat Amulets can have magical properties. |
| In main hand | steel steamsaw 'Noonbringer' (114% power, 8 apr) 3.0 T2 steamsaw 1H weapon [Random Unique] Arcane/Master/Steamtech Power 114% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +8 Crit +2.0% Atk.spd 100% Block +24 Uses 1.0 Steam When used to Attack: Block +21 Melee+ +12 lightning +10 fire While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +9% light Melee Ret 11 lightning 6 fire ----- def ----- Armour +5 Defense +4 (+2 eff.) Fatigue +6% Resists +12% lightning +13% fire +3% light ---------- misc Talents +2 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Around waist | rough leather belt 'Freezehacker'1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Phys.pwr +3 (+2 eff.) Melee Ret 4 cold ----- def ----- Spell.save +6 (+3 eff.) Die.at -80.00 life ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | Galyyon the Obsidianspike (103% power, 0 apr) 3.0 T1 steamsaw 1H weapon [Rare] Master/Steamtech Power 104% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +2.5% Atk.spd 100% Block +11 On Hit: * 20% chance to reduce damage dealt by 13% Uses 1.0 Steam While equipped: Stats +1 Str +2 Wil dps ---------- Phys.crit +1.0% ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +15% cold ---------- misc Talents +2 Flame Bolts +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
| Cloak | linen cloak 'Beleyon' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +4% Mind.pwr +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 ---------- misc Equi/ret +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
steam generator implant of the warrior (steam 8)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 8.2 steam per turn. Can be activated for an instant burst of 41 steam. Its effects scale with your Strength stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 558%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 558% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 159; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 159 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 21%; mental; dur 4; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 23%; mental, physical; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the duelist (absorb 136; dur 4; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 136 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Shocking Touch0.1 T1 schematic scroll Reqs Create Tinker [Normal] [can be learnt] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% mind Confus- +21% Amulets can have magical properties. |
warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings can have magical properties. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 78% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 60% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Overcutter (107% power, 12 apr)3.0 T1 steamsaw 2H weapon [Unique] Steamtech Power 107% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Apr +12 Crit +2.0% Atk.spd 100% Block +70 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +8 (+3 eff.) Fatigue +10% ---------- misc Talents +2 Block Earlier steamsaws were notably not meant to be used with one hand. |
iron mace 'Getezor' (118% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 119% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +1 Str +6 Cun +1 Con ----- def ----- Crit.dmg- 15.00% ---------- misc Light +1 Infravis +1 Blunt and deadly. |
Cyrokira the iron dagger (101% power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Arcane Power 101% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +12 acid On Hit: * 25% chance for lightning to strike from the target to a second target dealing 64 damage While equipped: Stats +3 Str +2 Con ---------- misc Max.stam +10.00 Sharp, short and deadly. |
Serpentstar the steel dagger (107% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master/Psionic Power 107% Range: 1.3x Uses 27% Wil, 27% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +5% Living While equipped: Stats +6 Con +7 Wil dps ---------- Crit.mult +10.00% Dmg.mod +6% nature Res.pen +5% nature +5% all Acc +9 (+3 eff.) Apr +7 ----- def ----- Max.HP +26.00 ---------- misc Psi/ret +0.04 Sharp, short and deadly. |
Kydrasin the iron steamsaw (100% power, 0 apr)3.0 T1 steamsaw 1H weapon [Rare] Nature/Steamtech Power 100% Range: 1.5x Uses 60% Wil Dmg Phys.bleed Mastery Steamsaw Mastery Acc+ +0.3% crit chance (max 25%) Crit +1.5% Atk.spd 100% Block +13 Uses 1.0 Steam When used to Attack: On Hit: * 10% chance to reduce armor by 30% While equipped: Stats +4 Cun dps ---------- Melee+ 5 acid Melee Ret 3 acid ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +3% light ---------- misc Hate/m.crit +2.00 Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Yvada the rough leather sling4.0 T1 sling 1H weapon [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Str +2 Dex +1 Con dps ---------- Res.pen +5% temporal Slings are used to hurl stones or metal shots at your foes. |
Lelihek the Blizzardkill1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% acid +5% arcane +6% nature Spell.save +3 (+1 eff.) HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
rough leather belt 'Borirain'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil +4 Cun +1 Con dps ---------- Dmg.mod +3% arcane ----- def ----- Resists +5% light +5% darkness +3% mind A belt that goes around your waist. |
Korarogas the Windraider (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +2 Dex dps ---------- Mind.crit +4% Crit.mult +5.00% Dmg.mod +9% nature Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the Shaloren (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane While equipped: Stats +1 Mag +1 Wil ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Dairynarintir the Squalorgrit (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% nature +9% fire Melee Ret 2 nature ----- def ----- Armour +1 Fatigue -5% Resists +3% nature Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.enc +20 A pair of boots made of leather. |
Emeliyath the pair of rough leather boots (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mov.spd +10% ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue -5% Resists +6% mind +3% fire Max.HP +31.00 ---------- misc Stam/turn +0.30 A pair of boots made of leather. |
Lelisarab (10 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Crit.mult +10.00% Acc +10 (+3 eff.) ----- def ----- Armour +1 Defense +10 (+4 eff.) Resists +5% lightning +5% temporal ---------- misc Max.stam +30.00 A pair of boots made of leather. |
Pitchreek the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con dps ---------- Dmg.mod +3% darkness +6% arcane ----- def ----- Armour +1 Resists +5% arcane +15% cold Phys.save +11 (+5 eff.) Mind.save +10 (+5 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Halulandil' (0 def, 3 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil ----- def ----- Armour +3 Resists +3% mind +2% physical Crit.dmg- 5.00% Phys.save +5 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Pinning- +20% A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Unlightwrack' (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Str +2 Dex +1 Con dps ---------- Apr +3 On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 92% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
bladed rough leather hat (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +1 Fatigue +1% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 39.8 Physical damage. If the attack hits, the target is confused (30% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A hat made of leather. Very stylish. |
linen wizard hat 'Aluyarim' (16 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +3 Con dps ---------- Dmg.mod +10% temporal ----- def ----- Defense +16 (+6 eff.) Resists +10% temporal ---------- misc Light +1 See.Invis +3 A pointy cloth hat, very wizardly... |
linen wizard hat 'Rainworm' (16 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +11% cold Res.pen +10% nature On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +16 (+6 eff.) Resists +2% physical +16% cold ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Haroredor (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +3% temporal Max.HP +60.00 Cut- +10% Silence- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A hat made of leather. Very stylish. |
insulating iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Pitchspawner the iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Mag +4 Con dps ---------- Dmg.mod +3% acid On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Fatigue -4% Resists +6% darkness ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe 'Hathudochik' (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag +2 Cun dps ---------- Res.pen +10% mind ----- def ----- Crit.dmg- 15.00% ---------- misc Equi/ret +0.08 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm wand of conjuration [power 100] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 62 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 15 lightning damage and will be dazed for 1 turn (75 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [fire imp] (level 8, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 9, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 10, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 19, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 20, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (level 22, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 9, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +1 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 11, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 12, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 15, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 16, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 17, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (level 18, mainhand)0.0 T1 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Bill the Blinking Blades the Ogre Adventurer level 10
1st Haze 122nd year of Ascendancy at 23:57 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Bill the Blinking Blades the Ogre Adventurer level 9
59th Dusk 122nd year of Ascendancy at 01:07 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Bill the Blinking Blades the Ogre Adventurer level 9
60th Dusk 122nd year of Ascendancy at 13:11 see stats
Treasure Hunter (Madness (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bill the Blinking Blades the Ogre Adventurer level 12
6th Haze 122nd year of Ascendancy at 03:37 see stats
Log
Bill the Blinking Blades casts Induce Anomaly.
Bill the Blinking Blades Triggers an Anomaly! (Anomaly Entomb).
Casting Anomaly Entomb.
You've moved to another time thread.
Bill the Blinking Blades uses Infusion: Regeneration.
Bill the Blinking Blades starts regenerating health quickly.
Bill the Blinking Blades receives 5 healing.
Bill the Blinking Blades's Flame Bolts hits Shadow for 44 fire damage.
Bill the Blinking Blades gains 0% of a turn from Ancestral Life.
Bill the Blinking Blades parries the attack with his dual weapons!
Bill the Blinking Blades repels an attack from Deformed warg.
Bill the Blinking Blades converts damage to paradox!
Melee retaliation hits War hound for 7 lightning, 9 cold, 4 fire (19 total damage).
War hound hits Bill the Blinking Blades for (19 to psi shield), (55 converted), 127 physical (127 total damage).
Bill the Blinking Blades the level 17 ogre adventurer was hacked apart to death by a war hound on level 3 of Heart of the Gloom.
Bill the Blinking Blades deactivates Thermal Shield.
Bill the Blinking Blades gains 0% of a turn from Ancestral Life.
Bill the Blinking Blades is no longer surging arcane power.
Bill the Blinking Blades deactivates Reality Smearing.
Bill the Blinking Blades is less vulnerable to fire.
Bill the Blinking Blades stops regenerating health quickly.
Bill the Blinking Blades deactivates Kinetic Shield.
Bill the Blinking Blades stops being poisoned.
Bill the Blinking Blades deactivates Beyond the Flesh.
Bill the Blinking Blades deactivates Chant of Fortress.
Bill the Blinking Blades deactivates Tempest of Metal.
Bill the Blinking Blades is no longer harassed.
Bill the Blinking Blades deactivates Grinding Shield.
Bill the Blinking Blades is less vulnerable to physical.



























































































