










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Possessor Bonus Class 1.6.0Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Tough Melinda 1.5.0This mod give 1000 more hp to Melinda and increase is regeneration of 100 (140 with modificator) Embers of Rage 1.6.0Official 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:
EquipDoll - Clean Item Names 1.6.0Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Escort Rescheduling 1.6.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. 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: Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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. 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. FlexSpec Respec Limitation Relaxer 1.5.5Merchant on the Map 1.6.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Better Item Description 1.6.0This 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 Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.6.0Official 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 | Nightmare Adventure |
Sex | Male |
Race | Higher |
Class | Archer |
Level / Exp | 22 / 41% |
Size | medium |
Lifes / Deaths | Killed by worm that walks at level 17 on the 3rd Haze 122nd year of Ascendancy at 19:37 0 / 6Killed by worm that walks at level 17 on the 4th Haze 122nd year of Ascendancy at 00:15 Killed by Layivea the warg at level 18 on the 30th Haze 122nd year of Ascendancy at 06:19 Killed by Weirdling Beast at level 20 on the 54th Haze 122nd year of Ascendancy at 13:14 Killed by barrow wight at level 21 on the 62nd Haze 122nd year of Ascendancy at 15:08 Killed by Isomira the armoured skeleton warrior at level 22 on the 64th Haze 122nd year of Ascendancy at 00:35 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 36.997161743878 (base 51) |
Constitution | 45 (base 38) |
Magic | 15 (base 10) |
Willpower | 34 (base 11) |
Cunning | 37 (base 33) |
Resources
Life | -222/613 |
Stamina | 162/205 |
Healing Factor | 1.3441860465117 |
Regeneration | 61.63093023256 |
Speed
Mental | -3.3306690738755E-14% |
Attack | 0% |
Movement | +502% |
Spell | 0% |
Global | +100% |
Vision
Sight | 15 |
Lite | 5 |
Infravision | 12 |
See Stealth | 56.665011327408 |
See Invisible | 56.665011327408 |
Offense: Mainhand
Damage | 59 |
Accuracy | 58 |
Crit Chance | 18% |
APR | 11 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 21 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Light | +10% |
Mind | +5% |
Physical | +18% |
Cold | +22% |
All | 0% |
Offense: Damage Penetration
Mind | +10% |
Physical | +10% |
Defense: Base
Armour (hardiness) | 25 (70.376569037657%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 40 |
Mental Save | 22 |
Defense: Resistances
Acid | + 38%( 70%) |
Arcane | + 39%( 70%) |
Cold | + 44%( 70%) |
All | + 18%( 70%) |
Lightning | + 31%( 70%) |
Light | + 50%( 70%) |
Physical | + 36%( 70%) |
Mind | + 27%( 70%) |
Fire | + 23%( 70%) |
Nature | + 31%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 20% |
Pinning Resistance | 100% |
Knockback Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 502% 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 98 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 213 life over 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Technique / Archery training | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Technique / Archery prowess | 1.30 |
| 1/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Technique / Agility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Poisons | 1.00 |
| 4/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Technique / Marksmanship | 1.50 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Race / Higher | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Apply Poison |
talent | Intuitive Shots |
talent | Trained Reactions |
talent | Insidious Poison |
talent | Leeching Poison |
beneficial effect | Increases defense by 22. Mobile Defense |
beneficial effect | Moving at extreme speed (502% faster) and gains 100% stun, daze and pinning immunity. Any action other than movement will cancel it. Wild Speed |
beneficial effect | A flow of life spins around the target, regenerating 42.60 life per turn. Regeneration |
beneficial effect | The target has 31% chance to evade melee and ranged attacks and gains 24 defense. Evasion |
detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
detrimental effect | The target is infected by a disease, reducing its dexterity by 18 and doing 30.60 blight damage per turn. Decrepitude Disease |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target has recently performed an extreme feat of agility and is exhausted. The stamina cost of activated Mobility talents is increased by 24%. Exhaustion |
beneficial effect | The target ignores pain, reducing all damage taken by 19%. Pain Suppression |
detrimental effect | The target is maimed, unable to correctly wield a weapon. Disarmed |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by hornet swarm. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You 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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed orc heart. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. 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. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' 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 bloated horror heart. * You've found the needed sandworm tooth. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Quiver | ![]() 3.0 T2 shot ammo [Ego++] Master/Psionic Power 27.5 - 33.0 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +2 Crit +9.5% Capacity 18 On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 154 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Light source | ![]() 1.0 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.(89 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +13% physical ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +9% acid +10% physical A pointy cloth hat, very wizardly... |
On hands | ![]() 1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +4% cold Acc +12 (+3 eff.) ----- def ----- Armour +2 Resists +6% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | ![]() 2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 39 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +7 (+3 eff.) Acc +9 (+2 eff.) Apr +9 ----- def ----- Defense +7 (+2 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 1 tidal wave that expands slowly over 7 turns, dealing 15.10 cold and 14.61 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 54 power out of 60/60 This azure ring seems to be always moist to the touch. |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 4 mind ----- def ----- Resists +15% lightning +6% fire Stun/Frz- +26% ---------- misc Psi/ret +0.04 Max.hate +2.00 Amulets can have magical properties. |
In main hand | ![]() 4.0 T3 sling 1H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 nature On Hit.r1 +4 cold While equipped: Stats +3 Str dps ---------- Phys.pwr +10 (+4 eff.) Dmg.mod +3% cold ----- def ----- Resists +9% light +6% nature Die.at -80.00 life Confus- +20% Slings are used to hurl stones or metal shots at your foes. |
Around waist | ![]() 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | ![]() 7.0 T2 shield armor [Ego] Nature/Psionic When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +42 While equipped: dps ---------- Melee+ 8 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Defense +8 (+2 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 36.50 to 45.63 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 132 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 34 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -100 life. The duration and life will increase by 1% for every 1% life you have lost (currently 236 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Dex +6 Con dps ---------- Dmg.mod +15% cold Melee Ret 4 cold ----- def ----- Resists +15% mind +9% cold Confus- +30% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 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... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +24% ---------- misc Max.enc +22 Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +12% physical ----- def ----- Resists +12% physical Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +10 (+5 eff.) Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Dmg.mod +12% nature ----- def ----- Resists +24% nature Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings can have magical properties. |
![]() 0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings can have magical properties. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 55% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 4.0 T1 longbow 2H weapon [Normal] Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +9 cold While equipped: Stats +2 Dex dps ---------- Dmg.mod +12% cold Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego] Master Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +2.0% Acc +9 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Arcane/Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit.r1 +5 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Normal] Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Random Unique] Arcane/Nature/Master Power 43.0 - 60.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +20 cold On Crit.r2 +26 lightning +13 cold While equipped: dps ---------- Mov.spd +20% Res.pen +19% lightning +11% cold +7% physical Acc +14 (+4 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce armor by 22% ----- def ----- Resists +3% acid +9% lightning Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% On Hit: * 10% chance to reduce armor by 22% While equipped: Stats +3 Cun +2 Wil dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+1 eff.) Dmg.mod +9% acid On Hit (Melee): * 10% chance to reduce armor by 22% ----- def ----- Resists +3% lightning Crit.dmg- 15.00% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 173.88 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +9% physical Res.pen +6% physical ----- def ----- Resists +4% physical Heal.mod +13% Heal/summ +10 Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T3 mindstar 1H weapon [Ego+] Nature/Psionic Power 7.5 - 8.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +6% nature Res.pen +4% nature ----- def ----- Resists +4% nature Spell.save +4 (+1 eff.) ---------- misc Masteries +0.10 Wild-gift/Harmony Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 4.0 T1 sling 1H weapon [Normal] Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon [Ego] Arcane/Master Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 lightning While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +8% lightning Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T2 sling 1H weapon [Ego+] Arcane/Nature Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +6 lightning On Crit.r2 +9 lightning +11 cold While equipped: dps ---------- Mov.spd +24% Dmg.mod +8% lightning Res.pen +6% lightning +5% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +4 Hardiness +4% Phys.save +13 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+3 eff.) S.pwr/crit +4 Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Ranged+ +7 nature Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% nature ----- def ----- Resists +3% all Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
![]() 3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 72 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 7.53 cold damage and 7.28 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +5 Mag dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.22 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +10% cold ----- def ----- Resists +15% cold +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +9% all Phys.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
![]() 1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +3% blight ----- def ----- Armour +1 Defense +5 (+1 eff.) Resists +6% blight +5% arcane +3% mind HP.reg +2.00 Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 physical Dmg.mod +3% physical Acc +13 (+3 eff.) ----- def ----- Armour +9 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +1 Cun dps ---------- Acc +7 (+2 eff.) On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness Spell.save +11 (+4 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% blight A pointy cloth hat, very wizardly... |
![]() 9.0 T1 light armor [Rare] Master While equipped: Stats +4 Str +3 Dex dps ---------- Res.pen +10% acid +5% light Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 19% ----- def ----- Armour +2 Defense +5 (+1 eff.) Fatigue +6% Resists +3% light Phys.save +6 (+3 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +10% blight +5% physical +11% nature Phys.save +10 (+5 eff.) A suit of armour made of leather. |
![]() 9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% A suit of armour made of leather. |
![]() 7.0 T2 shield armor [Normal] When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +39 While equipped: ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T1 arrow ammo [Normal] Power 11.5 - 16.1 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 12 Arrows are used with bows to pierce your foes to death. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Resists +6% darkness Affinity +15% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 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 27 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
![]() 2.0 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. |
![]() 3.0 T1 shot ammo [Normal] Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Shots are used with slings to pummel your foes to death. |
![]() 3.0 T1 shot ammo [Ego] Psionic Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Mastery Master Marksman Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Rld cld 6 Ranged+ +7 mind On Hit: * 11% chance to reduce all saves and defense by 23 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T2 torque charm [Ego+] Psionic Blast the opponent's mind dealing 210 mind damage and silencing them for 4 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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
By shirou the Higher Archer level 17
41st Dusk 122nd year of Ascendancy at 09:28 see stats
By shirou the Higher Archer level 20
57th Haze 122nd year of Ascendancy at 00:07 see stats
By shirou the Higher Archer level 10
2nd Mirth 122nd year of Ascendancy at 00:38 see stats
By shirou the Higher Archer level 20
53rd Haze 122nd year of Ascendancy at 19:01 see stats
By shirou the Higher Archer level 15
2nd Dusk 122nd year of Ascendancy at 03:16 see stats
By shirou the Higher Archer level 14
6th Mirth 122nd year of Ascendancy at 09:21 see stats
By shirou the Higher Archer level 21
62nd Haze 122nd year of Ascendancy at 14:56 see stats
By shirou the Higher Archer level 17
23rd Haze 122nd year of Ascendancy at 18:44 see stats
By shirou the Higher Archer level 15
5th Flare 122nd year of Ascendancy at 17:00 see stats
By shirou the Higher Archer level 17
23rd Haze 122nd year of Ascendancy at 01:05 see stats
By shirou the Higher Archer level 21
58th Haze 122nd year of Ascendancy at 12:52 see stats
Log
Isomira the armoured skeleton warrior casts Rune: Acid Wave.
Shirou is disarmed!
shirou reacts to damage from Isomira the armoured skeleton warrior, mitigating the blow!.
Isomira the armoured skeleton warrior hits shirou for (35 reacted , -4 stam), 94 acid (94 total damage).
Isomira the armoured skeleton warrior uses Disarm.
Isomira the armoured skeleton warrior misses shirou.
Shirou resists the blow!
Talent Evasion is ready to use.
Shirou uses Infusion: Wild.
Shirou lessens the pain.
Shirou uses Evasion.
Shirou tries to evade attacks.
Shirou uses Infusion: Regeneration.
Shirou starts regenerating health quickly.
Isomira the armoured skeleton warrior casts Blood Spray.
Isomira the armoured skeleton warrior's spell attains critical power!
shirou reacts to damage from Isomira the armoured skeleton warrior, mitigating the blow!.
Shirou is afflicted by a decrepitude disease!
Isomira the armoured skeleton warrior hits shirou for (56 reacted , -4 stam), 146 blight (146 total damage).
Decrepitude Disease from Isomira the armoured skeleton warrior hits shirou for 33 blight damage.
Shirou uses Infusion: Movement.
Shirou is moving at extreme speed!
Isomira the armoured skeleton warrior casts Drain.
Isomira the armoured skeleton warrior's spell attains critical power!
shirou reacts to damage from Isomira the armoured skeleton warrior, mitigating the blow!.
Saving game...