











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Passive Cooldowns 1.3.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Post Effects fixes 1.6.0The addon improves gamefield view during different post effects Here is details about what been changed: 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! 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:
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 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:
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.] 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 Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Prodigious Progress 1.6.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: 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 | Female |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 13 / 55% |
| Size | medium |
| Lifes / Deaths | Killed by Poralewyn the elven guard at level 13 on the 35th Dusk 122nd year of Ascendancy at 11:50 / 1 |
Primary Stats
| Strength | 3 (base 12) |
| Dexterity | 1 (base 12) |
| Constitution | 8 (base 12) |
| Magic | 33 (base 30) |
| Willpower | 33 (base 19) |
| Cunning | 29 (base 26) |
Resources
| Mana | 0/287 |
| Equilibrium | 16 |
| Insanity | 0/100 |
| Life | -86/442 |
| Psi | 123/123 |
| Stamina | 12/194 |
| Paradox | 655 |
| Healing Factor | 1.0931460674158 |
| Regeneration | 58.235734859522 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +68.965517241379% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 6 |
| Accuracy | 42 |
| Crit Chance | 11% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 3 |
| Accuracy | 42 |
| Crit Chance | 10% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +31% |
| All | 0% |
Offense: Damage Penetration
| Cold | +5% |
| Mind | +5% |
| Fire | +10% |
| Light | +10% |
Defense: Base
| Armour (hardiness) | 24.011551727214 (35.629139072848%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 0 |
| Physical Save | 20 |
| Spell Save | 21 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Nature | + 23%( 70%) |
| Temporal | + 47%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 38%( 70%) |
| Darkness | + 23%( 70%) |
| All | + 21%( 70%) |
Defense: Immunities
| Knockback Resistance | 20% |
| Pinning Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 50% |
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 245 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 795% for 10 turns (23 total) and instantly restoring 40 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 265 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Magical combat | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Psionic / Absorption | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Flux | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Void | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Ooze | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Stone | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Energy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Chronomancy / Spacetime Weaving | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Kinetic Shield |
| talent | Reality Smearing |
| talent | Arcane Combat |
| talent | Void Stars |
| talent | Thermal Shield |
| talent | Energy Decomposition |
| talent | Mitosis |
| talent | Beyond the Flesh |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | A flow of life spins around the target, regenerating 49.04 life per turn. Regeneration |
| detrimental effect | Damage received in the past is returned as 38.00 paradox damage per turn. Reality Smearing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has been affected by space or time manipulations and is becoming more resistant to them (+32). Continuum Destabilization |
| detrimental effect | The target is infected by a disease, reducing its dexterity, strength, and constitution by 18. Illness |
| detrimental effect | Reduces global action speed by 45%. Slow |
| detrimental effect | The target is being driven mad by the void, taking 9.13 darkness damage per turn and reducing all powers by 5. Dark Whispers |
| detrimental effect | The target is stunned, reducing damage by 50%, putting 3 random talents on cooldown and reducing movement speed by 50%. While stunned talents cooldown twice as slow. Stunned |
| detrimental effect | Huge cut that bleeds, doing 14.94 physical damage per turn. Bleeding |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Scintillating Caves. Escort: lost tinker (level 1 of Scintillating Caves) | done |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed sandworm tooth. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed honey tree root. | 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 |
Equipment
| Psionic focus | elm starstaff 'Eilineldalaith' (100% power, 2 apr, physical element)5.0 T1 staff 1H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +6% acid +9% temporal +3% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | alchemist's iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Melee+ 4 acid 3 fire 3 cold 4 lightning ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 96% Range: 1.4x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +4 ice +5 fire +4 acid +5 lightning Metal gloves protecting the hands up to the middle of the lower arm. |
| Light source | Bogquill the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% mind ----- def ----- Defense +5 (+5 eff.) Resists +3% nature +12% temporal Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Steam Powered Helm (3 def, 12 armour)3.0 T5 head armor [Unique] Steamtech The more steam the better! While equipped: Stats +5 Str +5 Con ----- def ----- Armour +12 Defense +3 (+3 eff.) Fatigue +10% Resists +10% all Blind- +50% A Helmet. But with steam power! |
| On feet | Zerekalthorig the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 17 ----- def ----- Armour +3 Fatigue -2% Resists +3% blight Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Tool | focusing elm wand of shielding [power 116] (9.5/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | marksman's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% physical Acc +6 (+2 eff.) ----- def ----- Resists +11% physical Rings can have magical properties. |
| Around neck | steel amulet 'Betildatira'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% Resists +12% temporal HP.reg +1.00 Pinning- +20% Knockbk- +20% ---------- misc Max.psi +20.00 Masteries +0.15 Spell/Undead drake Amulets can have magical properties. |
| In main hand | steel dagger 'Smolderblur' (119% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Nature/Master Power 120% 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+ +6 nature On Hit: * 20% chance to slow global speed by 44% While equipped: Stats +6 Con +7 Wil dps ---------- Res.pen +10% fire On Hit (Melee): * 10 arcane resource burn ----- def ----- Max.HP +18.00 Sharp, short and deadly. |
| Around waist | rough leather belt 'Sunnail'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Str +3 Con dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +10% light ----- def ----- Crit.dmg- 5.00% Phys.save +6 (+3 eff.) A belt that goes around your waist. |
| In off hand | Freezevortex the iron dagger (112% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 112% 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 cold While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Res.pen +5% cold ---------- misc Mana/turn +0.04 Sharp, short and deadly. |
| Cloak | linen cloak 'Pitchwalker' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Dex +1 Mag +1 Wil +3 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | linen robe of the mountain (+10%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +7% all +10% physical A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
medical injector implant (efficiency 87% / cooldown 94%)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 94%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the duelist (efficiency 87% / cooldown 52%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 87% efficiency and cooldown mod of 52%. Its effects scale with your Dexterity stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the sneak (efficiency 100% / cooldown 53%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 100% efficiency and cooldown mod of 53%. Its effects scale with your Cunning stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
medical injector implant of the wizard (efficiency 112% / cooldown 86%)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 112% efficiency and cooldown mod of 86%. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the psychic (steam 6)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.3 steam per turn. Can be activated for an instant burst of 31 steam. Its effects scale with your Willpower stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
healing infusion of the psychic (heal 109; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 109 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower 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 wizard (heal 229; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 229 life over 5 turns. Its effects scale with your Magic 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 psychic (res 23%; physical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, arcane, temporal)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 4 blight, 4 arcane, 3 temporal Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 623% over 10 turns; mana 31; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 623% for 10 turns (18 total) and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Back Support0.1 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: Focus Lens0.1 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: Frost 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: Waterproof Coating0.1 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. |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets can have magical properties. |
iron battleaxe of crippling (108% power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Ego+] Master Power 108% Range: 1.5x Uses 72% Wil Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Massive two-handed battleaxes. |
Smearblood (105% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Random Unique] Master Power 106% 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% On Hit.r1 +8 nature On Crit.r2 +4 cold While equipped: dps ---------- Res.pen +10% nature +7% physical Acc +19 (+6 eff.) Apr +5 ----- def ----- Defense +12 (+11 eff.) Disarm- +47% Sharp, short and deadly. |
iron dagger 'Dairoradar' (113% power, 5 apr)1.0 T1 dagger 1H weapon Reqs Dex 11 [Rare] Master Power 113% 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% While equipped: Stats +1 Wil +2 Mag ---------- misc Max.stam +10.00 Sharp, short and deadly. |
balanced steel greatsword (124% power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Power 124% Range: 1.6x Uses 72% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+10 eff.) Disarm- +28% Massive two-handed swords. |
mighty elm longbow4.0 T1 longbow 2H weapon Reqs Dex 11 [Ego] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +9 (+7 eff.) Longbows are used to shoot arrows at your foes. |
iron longsword (100% power, 2 apr)3.0 T1 longsword 1H weapon Reqs Str 11 [Normal] Power 100% Range: 1.4x Uses 60% Wil Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Kor's Fall (100% power, 0 apr, blight element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 55.18 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (110). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
fungal steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Dex 16 Steam Pool [Ego] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con dps ---------- Dmg.mod +12% physical Res.pen +9% physical ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 64 life over 5 turns Puts all charms on 20 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty iron steamgun of power4.0 T1 steamgun 1H weapon Reqs Dex 11 Steam Pool [Ego] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Range +6 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+4 eff.) Dmg.mod +9% physical Res.pen +9% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Relgandil the Blastshear1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +15% lightning ----- def ----- Resists +3% lightning HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
rough leather belt 'Snowbliss'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Resists +2% physical +6% cold +6% fire Mind.save +3 (+2 eff.) Die.at -20.00 life Heal.mod +10% Teleport- +10% A belt that goes around your waist. |
Eilinobrelaith the Sewerfury (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Wil +1 Con dps ---------- Res.pen +15% nature ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane Mind.save +3 (+2 eff.) ---------- 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. |
enveloping linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanelarion (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Mag ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +5% temporal +3% light 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. |
cinder hardened leather gloves of dexterity (+4) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 fire Dmg.mod +3% fire Acc +11 (+3 eff.) ----- def ----- Armour +2 Resists +5% fire Unarmed combat: Power 115% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Acc +6 Apr +3 Crit +7.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Porymith' (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Spell.crit +2% Melee+ 6 lightning Dmg.mod +4% lightning Res.pen +10% blight +5% mind ----- def ----- Armour +1 Resists +6% lightning +5% arcane +9% mind ---------- misc Mana/turn +0.04 Unarmed combat: Power 90% Range: 1.1x Uses 24% Wil, 64% Cun Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Armestir (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +20 (+6 eff.) Apr +1 On Hit (Melee): * 10% chance to reduce armor by 27% ----- def ----- Armour +1 Fatigue +1% Die.at -20.00 life ---------- misc Light +2 A hat made of leather. Very stylish. |
Bilefury the iron helm (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Melee Ret 2 light On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Armour +5 Fatigue +5% Spell.save +9 (+5 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Mana/s.crit +2.00 Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elenigar (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +3.0% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) ---------- misc Max.stam +20.00 A hat made of leather. Very stylish. |
Grinugar (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Res.pen +10% physical Melee Ret 6 physical ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+3 eff.) A hat made of leather. Very stylish. |
Uluchik the Frostshear (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% blight +3% cold ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/s.crit +2.00 Max.vim +50.00 Infravis +4 See.Stealth +5 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 27% and attempts to push all creatures other than yourself out of its radius, inflicting 2.27 light damage and 2.27 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Xatta (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +11% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +6 (+6 eff.) Resists +3% temporal +16% cold ---------- misc Stam/turn +2.00 Max.stam +20.00 A pointy cloth hat, very wizardly... |
Zubeba the Kindlebringer (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: Stats +1 Str +4 Wil +3 Cun dps ---------- Melee Ret 2 light ----- def ----- Armour +3 Fatigue +5% Crit.dmg- 10.00% ---------- misc Stam/ret +0.90 Equi/ret +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding hardened leather hat of constitution (+4) (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Armour +3 Fatigue +3% Resists +5% lightning +7% temporal A hat made of leather. Very stylish. |
rough leather cap 'Glareravager' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Mag +1 Wil dps ---------- Melee Ret 4 light ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap 'Olugalin' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Mag +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +10% acid ----- def ----- Armour +1 Fatigue +1% ---------- misc Mana/s.crit +2.00 See.Invis +3 A cap made of leather. |
rough leather cap 'Urthavor' (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Cun +4 Mag ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 See.Invis +3 A cap made of leather. |
rough leather hat of constitution (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
rough leather hat of strength (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% A hat made of leather. Very stylish. |
impenetrable iron mail armour of fire resistance (2 def, 10 armour)14.0 T1 heavy armor Reqs - Heavy armour training Str 14 [Ego] Master While equipped: ----- def ----- Armour +10 Defense +2 (+2 eff.) Fatigue +12% Resists +16% fire A suit of armour made of mail. |
cleansing rough leather armour (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Ego] Disrupt While equipped: ----- def ----- Armour +2 Defense +3 (+3 eff.) Fatigue +6% Resists +11% nature +11% blight A suit of armour made of leather. |
cured leather armour 'Gloryrin' (13 def, 7 armour)9.0 T2 light armor Reqs Str 14 [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +10.00% Res.pen +20% arcane ----- def ----- Armour +7 Defense +13 (+11 eff.) Fatigue +7% Resists +17% acid Mind.save +12 (+6 eff.) Max.HP +31.00 HP.reg +6.70 Heal.mod +12% A suit of armour made of leather. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Max.HP +30.00 HP.reg +6.00 Heal.mod +11% A suit of armour made of leather. |
8 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. |
103 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
sapper's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +3 (+1 eff.) ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Glitterpride2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +10% light ----- def ----- Resists +3% lightning +9% temporal ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Nymas the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +5% mind +9% arcane ----- def ----- Crit.dmg- 5.00% ---------- misc Light +3 Infravis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
deadly pouch of iron shots (19/19, 123% power, 1 apr)3.0 T1 shot ammo Reqs Dex 11 [Ego] Master Power 123% Range: 1.2x Uses 92% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 19 Shots are used with slings to pummel your foes to death. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Pureraven the elm totem of stinging [power 122] (9.5/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +5% acid +5% physical +5% nature ----- def ----- Armour +8 Defense +10 (+10 eff.) Sting an enemy dealing 52 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
5 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. |
Achievements
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Undying the Cornac Adventurer level 10
11st Dusk 122nd year of Ascendancy at 14:55 see stats
The Arena (Madness (Roguelike) difficulty)
Unlocked Arena mode.By Undying the Cornac Adventurer level 11
14th Dusk 122nd year of Ascendancy at 13:27 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Undying the Cornac Adventurer level 11
26th Dusk 122nd year of Ascendancy at 16:01 see stats
Log
Cyriwyn the elven tempest is wasting away!
Undying converts damage to paradox!
Cyriwyn the elven tempest's Netherblast hits Undying for (16 to psi shield), (7 dissipated), (5 converted), 12 temporal, (13 dissipated), (18 converted), 42 darkness (54 total damage).
Undying converts damage to paradox!
Melee retaliation hits Mean looking elven guard for 1 mind damage.
Mean looking elven guard hits Undying for (9 to psi shield), (4 dissipated), (3 converted), 7 physical, (2 dissipated), (1 converted), 3 lightning (9 total damage).
Mean looking elven guard performs a melee critical strike against Undying!
Poralewyn the elven guard casts Lightning.
Poralewyn the elven guard's spell attains critical power!
Undying's temporal clone converts damage to paradox!
Undying converts damage to paradox!
Mean looking elven guard hits Undying's temporal clone for (2 to psi shield), (1 dissipated), (1 converted), 1 fire (1 total damage).
Mean looking elven guard hits Undying for (16 to psi shield), (7 dissipated), (5 converted), 12 physical, (2 to psi shield), (1 dissipated), (1 converted), 1 fire (13 total damage).
Poralewyn the elven guard hits Undying for (13 dissipated), (66 converted), 155 lightning (155 total damage).
Melee retaliation hits Mean looking elven guard for 3 mind damage.
Undying the level 13 cornac adventurer was amped to death by Poralewyn the elven guard on level 3 of Rhaloren Camp.
Undying deactivates Kinetic Shield.
Undying deactivates Thermal Shield.
Undying is free from the illness.
Undying's whispers fade.
Undying speeds up.
Undying is not stunned anymore.
Undying stops bleeding.
Undying stops regenerating health quickly.
Undying deactivates Energy Decomposition.
Undying deactivates Void Stars.
Undying deactivates Beyond the Flesh.
Undying deactivates Arcane Combat.
Undying deactivates Mitosis.
Undying deactivates Reality Smearing.







































































































