Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Forbidden Cults 1.7.4Official 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.
Items Vault 1.7.0Donators/Buyers bonus! Swordsmaster Class 1.7.4Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release Savefile Notes 1.7.0Allows you to add notes to a savefile that will be displayed in the Load Game dialog. Savefile notes can be set via the "Change Savefile Note" action on the main game menu, and also optionally via automatic prompt when you save and exit a game. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official 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:
Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Select your Escorts 1.7.0Allows 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. Go to Landmark 1.7.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Notes to Self 1.7.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Slightly More Adventurous 1.7.0Allows Adventurer characters to use some talent trees from addon-provided classes that would otherwise be inaccessible. More specifically: Adventurers typically are allowed to use talent trees for classes added by addons, unless those classes are flagged as not for use on random bosses. This addon bypasses that check, making talent trees from classes so flagged available to Adventurers. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Adventurer+Multi Evolutions 1.7.0Allows Adventurer to take any class evolution prodigy, adds an option to allow any class to take multiple evolutions, and adds an option to remove requirements from prodigies. Should be compatible with all evolutions from addons and future updates. Normally prevents you from selecting an evolution for a class that adventurer doesn't get any talents from (any class not possible on random bosses, or stone warden when not playing dwarf/drem), but this restriction is removed if you also have zizzo's addon Slightly More Adventurous or my addon Much More Adventurous. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Female |
Race | Doomelf |
Class | Adventurer |
Level / Exp | 27 / 49% |
Size | big |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 89 (base 14) |
Dexterity | 48 (base 30) |
Constitution | 78 (base 12) |
Magic | 97 (base 58) |
Willpower | 72 (base 58) |
Cunning | 52 (base 36) |
Resources
Life | 884/884 |
Steam | 100/100 |
Stamina | 265/313 |
Paradox | 200 |
Healing Factor | 1.7975372656298 |
Regeneration | 22.199585230527 |
Speed
Mental | +15% |
Attack | +15% |
Movement | +153.07740118281% |
Spell | +15% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 6 |
See Stealth | 77.052689585382 |
See Invisible | 77.052689585382 |
Offense: Mainhand
Damage | 301 |
Accuracy | 96 |
Crit Chance | 31% |
APR | 54 |
Speed | 0.87 |
Offense: Offhand
Damage | 161 |
Accuracy | 96 |
Crit Chance | 38% |
APR | 59 |
Speed | 0.87 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 16% |
Speed | 0.8695652173913 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 69 |
Crit Chance | 16% |
Speed | 0.8695652173913 |
Offense: Damage Bonus
Acid | +6% |
Mind | +21% |
Darkness | +12% |
Arcane | +6% |
Cold | +12% |
All | 0% |
Offense: Damage Penetration
Nature | +27% |
Darkness | +22% |
Cold | +17% |
All | +12% |
Defense: Base
Armour (hardiness) | 122.05268958538 (100%) |
Defense | 89 |
Ranged Defense | 89 |
Fatigue | 0 |
Physical Save | 63 |
Spell Save | 57 |
Mental Save | 56 |
Defense: Resistances
Acid | + 59%( 70%) |
Physical | + 64%( 70%) |
Cold | + 66%( 70%) |
All | + 55%( 70%) |
Darkness | + 70%( 70%) |
Light | + 64%( 70%) |
Mind | + 58%( 70%) |
Lightning | + 58%( 70%) |
Fire | + 70%( 70%) |
Nature | + 66%( 70%) |
Defense: Immunities
Pinning Resistance | 51% |
Confusion Resistance | 54% |
Teleport Resistance | 100% |
Disarm Resistance | 23% |
Bleed Resistance | 85% |
Silence Resistance | 40% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 5% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 194 damage for 4 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 560% 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 Cunning stat. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 188 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Spellbinding | 5.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Chronomancy / Threaded Combat | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Chronomancy / Temporal Guardian | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Chronomancy / Matter | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Chronomancy / Bow Threading | 5.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Chronomancy / Stasis | 5.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 5.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Chronomancy / Temporal Combat | 5.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Chronomancy / Blade Threading | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Steamtech / Blacksmith | 5.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 5.00 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 5.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Steamtech / Chemistry | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 5.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Chronomancy / Fate Weaving | 5.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Cunning / Scoundrel | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Thuggery | 5.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Psionic / Feedback | 5.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Quicken |
talent | Extension |
talent | Disintegration |
talent | Matter Weaving |
talent | Matrix |
talent | Empower |
talent | Weapon Folding |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | The target's accuracy and power have been increased by 35. 1 Fateweaver |
beneficial effect | The target is moving is 153% faster. 3 Celerity |
beneficial effect | The target's defense and saves have been increased by 35. 1 Spin |
beneficial effect | The target is surrounded by a magical shield, absorbing 194/194 damage before it crumbles. Damage Shield |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Scintillating Caves. Escort: lost tinker (level 3 of Scintillating Caves)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed electric eel tail. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of greater demon bile. 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 bear paw. * You've found the needed black mamba head. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. | 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 within1 lumberjacks have died. | 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 | Zanesatir (0 def, 7 armour) Zanesatir (0 def, 7 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +5 Armour: +7 Changes stats: +5 Dex / +7 Lck / +2 Con Changes damage: +6% acid / +9% mind Stealth bonus: +10 Physical save: +3 (+0 eff.) Pinning immunity: +5% Knockback immunity: +5% Teleport immunity: +100% A pair of boots made of leather. |
Light source | Issekan IssekanPowered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 5 When wielded/worn: Armour penetration: +12 Armour: +2 Defense: +15 (+3 eff.) Damage when hit (Melee): 18 fire Changes resistances: +8% fire / +12% nature / +6% mind Changes resistances penetration: +12% all Physical save: +17 (+4 eff.) Spell save: +17 (+5 eff.) Mental save: +17 (+5 eff.) Confusion immunity: +10% Teleport immunity: +10% Light radius: +6 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Brodavon the hardened leather hat (11 def, 9 armour) Brodavon the hardened leather hat (11 def, 9 armour) Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour: +9 Defense: +11 (+3 eff.) Fatigue: +3% Effects when hit in melee: * 10% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Str / +4 Dex / +4 Cun / +1 Con Changes resistances: +3% all Physical save: +5 (+1 eff.) Silence immunity: +40% Spellpower on spell critical (stacks up to 3 times): +4 Maximum mana: +40.00 Spellpower: +5 (+1 eff.) A hat made of leather. Very stylish. |
On hands | steady drakeskin leather gloves of magic (+4) (0 def, 3 armour) steady drakeskin leather gloves of magic (+4) (0 def, 3 armour)Powered by arcane forces Infused by psionic forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Armour: +3 Changes stats: +4 Mag Changes damage: +6% arcane Physical save: +7 (+1 eff.) Mental save: +8 (+3 eff.) Disarm immunity: +23% 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 | voratun pickaxe 'Zubada' (dig speed 7 turns) voratun pickaxe 'Zubada' (dig speed 7 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Accuracy: +8 (+2 eff.) Changes stats: +4 Cun / +3 Str Changes resistances: +15% fire / +10% darkness / +2% physical Teleport immunity: +20% Life regen: +4.00 Mana when firing critical spell: +2.00 Maximum vim: +40.00 Lowers spell cool-downs by: 10% Infravision radius: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | steel ring 'Blazefoe' steel ring 'Blazefoe'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 39 Damage when hit (Melee): 4 mind Changes resistances: +24% darkness / +6% light Changes damage: +12% darkness / +12% mind Light radius: +1 Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% Rings make your fingers look great! |
On fingers | psionicist's steel ring psionicist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
Around neck | steel amulet of willpower (+2) steel amulet of willpower (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Wil Amulets make your neck look great! |
In main hand | Chillgrit (26-36 power, 4 apr) Chillgrit (26-36 power, 4 apr) Requires: - Magic 24 Powered by arcane forces Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / longsword ; tier 3 Base power: 25.5 - 35.7 Uses stat: 150% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +4 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 25% chance for lightning to strike from the target to a second target dealing 123 damage * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * chills your foe dealing 17 damage and slowing them by one tenth of a turn On weapon crit: * Splash the target with acid dealing 205 damage over 5 turns and reducing armor and accuracy by 26 Damage (radius 1) on hit: +12 mind When wielded/worn: Changes resistances penetration: +5% cold Changes damage: +12% cold Sharp, long, and deadly. |
Around waist | monstrous rough leather belt of life monstrous rough leather belt of life Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +6 (+1 eff.) Defense: +10 (+2 eff.) Changes stats: +4 Str / +3 Con Physical save: +6 (+1 eff.) Life regen: +0.60 Healing mod.: +11% Size category: +1 Slows Projectiles: +25% A belt that goes around your waist. |
In off hand | Lisethra the Raindredge (38-50 power, 9 apr) Lisethra the Raindredge (38-50 power, 9 apr) Requires: - Dexterity 48 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 5 Base power: 38.5 - 50.1 Uses stats: 100% Mag, 50% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * chills your foe dealing 19 damage and slowing them by one tenth of a turn On weapon crit: * Splash the target with acid dealing 205 damage over 5 turns and reducing armor and accuracy by 26 Damage (Melee): +20 nature When wielded/worn: Armour penetration: +13 Physical crit. chance: +13.0% Defense: +15 (+3 eff.) Changes resistances: +9% acid / +6% lightning Critical mult.: +31.00% Healing mod.: +10% Sharp, short and deadly. |
Cloak | thick elven-silk cloak of fog (11 def, 8 armour) thick elven-silk cloak of fog (11 def, 8 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 5 When wielded/worn: Armour: +8 Defense: +11 (+3 eff.) Changes resistances: +15% fire / +14% light / +25% cold Stealth bonus: +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Curestrike (20 def, 16 armour) Curestrike (20 def, 16 armour) Requires: - Strength 20 Powered by arcane forces Infused by nature Crafted by a master 9.00 Encumbrance. [Random Unique] Type: armor / light ; tier 5 When wielded/worn: Armour: +16 Defense: +20 (+4 eff.) Fatigue: +9% Damage when hit (Melee): 4 light / 20 physical Changes stats: +7 Str / +8 Dex / +7 Mag / +7 Wil / +8 Cun Changes resistances: +12% nature / +25% fire Changes resistances penetration: +10% darkness / +15% nature Maximum life: +70.00 Combat speed: +15% Casting speed: +15% Mental speed: +15% A suit of armour made of leather. |
Inventory
schematic: Deflection Field schematic: Deflection FieldRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Flash Powder schematic: Flash PowderRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Focus Lens schematic: Focus LensRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Kinetic Stabiliser schematic: Kinetic StabiliserRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Magnetic Shell schematic: Magnetic ShellRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
3 schematic: Pain Suppressor Salve 3 schematic: Pain Suppressor SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Second Skin schematic: Second SkinRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw 2 schematic: SteamsawRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Toxic Cannister Launcher 2 schematic: Toxic Cannister LauncherRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Unstoppable Force Salve schematic: Unstoppable Force SalveRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating schematic: Waterproof CoatingRequires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [already known tinker] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)Requires: - Cunning 16 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 1 Base power: 15.0 - 19.5 Uses stats: 55% Dex, 95% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +25 Attack speed: 100% Damage Shield penetration (this weapon only): +50% When wielded/worn: Accuracy: +20 (+4 eff.) Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. 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. |
This item will automatically be transmogrified when you leave the level. dwarven-steel greatmaul 'Frigidrage' (40-59 power, 2 apr)dwarven-steel greatmaul 'Frigidrage' (40-59 power, 2 apr) Requires: - Magic 24 Infused by nature 5.00 Encumbrance. Type: weapon / greatmaul ; tier 3 It must be held with both hands. Base power: 39.5 - 59.2 Uses stat: 170% Mag Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +5.5% Attack speed: 100% Damage (radius 1) on hit: +16 cold Damage (radius 2) on crit: +41 acid / +38 nature When wielded/worn: Armour penetration: +24 Defense: +35 (+7 eff.) Damage when hit (Melee): 12 cold Changes resistances penetration: +23% acid / +24% nature Cut immunity: +23% Only die when reaching: -93.64 life Healing mod.: +23% Massive two-handed mauls. |
This item will automatically be transmogrified when you leave the level. restorative cashmere cloak of mindcraft (2 def, 0 armour)restorative cashmere cloak of mindcraft (2 def, 0 armour) Infused by nature Infused by psionic forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +4 Cun / +5 Wil Changes resistances: +15% nature / +13% blight Life regen: +7.00 Mental crit. chance: +6% Healing mod.: +16% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. miner's hardened leather hat of blood magic (0 def, 5 armour)miner's hardened leather hat of blood magic (0 def, 5 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +5 Fatigue: +3% Changes stats: +3 Mag / +6 Wil Changes damage: +13% blight / +12% arcane Spell crit. chance: +3% Infravision radius: +3 A hat made of leather. Very stylish. |
This item will automatically be transmogrified when you leave the level. stralite mail armour 'Tundraviper' (4 def, 8 armour)stralite mail armour 'Tundraviper' (4 def, 8 armour) Requires: - Heavy armour training - Strength 38 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +8 Defense: +4 (+1 eff.) Fatigue: +12% Effects on melee hit: * 23% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 6 temporal Changes stats: +3 Str / +8 Wil / +2 Con Changes resistances: +25% lightning / +15% cold Changes resistances penetration: +29% temporal Reduces incoming crit damage: 17.56% See invisible: +9 A suit of armour made of mail. |
duelist's drakeskin leather armour of fire resistance (28 def, 14 armour) duelist's drakeskin leather armour of fire resistance (28 def, 14 armour)Requires: - Strength 20 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 5 When wielded/worn: Armour: +14 Defense: +28 (+6 eff.) Fatigue: +8% Changes stats: +3 Cun / +6 Dex Changes resistances: +23% fire A suit of armour made of leather. |
This item will automatically be transmogrified when you leave the level. Blazetickler (18/18, 43-60 power, 14 apr)Blazetickler (18/18, 43-60 power, 14 apr) Requires: - Dexterity 35 Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Base power: 43.0 - 60.2 Uses stats: 100% Mag, 70% Dex Damage type: Physical Mastery: Strength of Purpose Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +22.5% Capacity: 18 On weapon hit: * 23% chance to reduce all saves and defense by 39 On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Damage (Ranged): +23 light / +23 mind Damage (radius 1) on hit: +23 light / +23 mind Damage (radius 2) on crit: +23 light Arrows are used with bows to pierce your foes to death. |
2 agate 2 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
147 alchemist agate 147 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
aquamarine aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+1 eff.) Spell save: +6 (+2 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel 2 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen Heart of the Sandworm QueenInfused by nature 0.00 Encumbrance. [Plot Item] Type: corpse / heart It can be used to 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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic EyePowered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 3 When wielded/worn: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Casts lasers on spellcast when worn or imbued. When used to imbue an object: Changes stats: +5 Mag / +5 Con Changes damage: +10% lightning / +10% fire / +10% cold Talent mastery: +0.20 Golem / Arcane Latent Damage Type: Lightning Talent on hit(spell): Eye Beam (10% chance level 2). This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable ExtractorPowered by steamtech 0.00 Encumbrance. [Plot Item] Type: tinker / power When carried: It can be used to melt all the items in the APE at once (also done automatically when you change level) Activation costs 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. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
This item will automatically be transmogrified when you leave the level. Breezeglory (20/20, 34-40 power, 3 apr)Breezeglory (20/20, 34-40 power, 3 apr) Requires: - Dexterity 24 Powered by arcane forces 3.00 Encumbrance. Type: ammo / shot ; tier 3 Base power: 33.5 - 40.2 Uses stats: 50% Cun, 50% Mag, 70% Dex Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 On weapon hit: * 23% chance to slow global speed by 67% * 23% chance to reduce strength, dexterity, and constitution by 33 Damage (Ranged): +20 cold / +23 mind Damage (radius 1) on hit: +23 nature Damage (radius 2) on crit: +23 mind Shots are used with slings to pummel your foes to death. |
mastercraft head lamp mastercraft head lampPowered by steamtech 0.00 Encumbrance. Type: tinker / steamtech ; tier 4 When attach to an other item: Accuracy: +16 (+3 eff.) Light radius: +6 Tinkers can be attached to normal items to improve them with steam power! |
This item will automatically be transmogrified when you leave the level. Nulin the yew totem of healing [power 320] (15 cooldown)Nulin the yew totem of healing [power 320] (15 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 When wielded/worn: Armour penetration: +8 Armour: +6 Changes stats: +17 Cun / +4 Wil Changes resistances penetration: +29% acid Psi when hit: +0.12 Only die when reaching: -93.64 life Mindpower: +20 (+5 eff.) It can be used to heal yourself and all friendly characters within 10 spaces for 320 Activation puts all charms on cooldown for 15 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine 2 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Eärwen the Doomelf Adventurer level 7
9th Mirth 122nd year of Ascendancy at 22:54 see stats
By Eärwen the Doomelf Adventurer level 19
24th Dusk 122nd year of Ascendancy at 11:36 see stats
By Eärwen the Doomelf Adventurer level 5
74th Pyre 122nd year of Ascendancy at 19:10 see stats
By Eärwen the Doomelf Adventurer level 10
6th Dusk 122nd year of Ascendancy at 23:24 see stats
By Eärwen the Doomelf Adventurer level 20
24th Dusk 122nd year of Ascendancy at 13:14 see stats
By Eärwen the Doomelf Adventurer level 23
25th Dusk 122nd year of Ascendancy at 07:07 see stats
By Eärwen the Doomelf Adventurer level 24
48th Dusk 122nd year of Ascendancy at 08:33 see stats
By Eärwen the Doomelf Adventurer level 25
13rd Haze 122nd year of Ascendancy at 05:40 see stats
By Eärwen the Doomelf Adventurer level 10
8th Dusk 122nd year of Ascendancy at 01:49 see stats
By Eärwen the Doomelf Adventurer level 6
78th Pyre 122nd year of Ascendancy at 19:55 see stats
By Eärwen the Doomelf Adventurer level 25
13rd Haze 122nd year of Ascendancy at 12:43 see stats
By Eärwen the Doomelf Adventurer level 6
1st Mirth 122nd year of Ascendancy at 05:45 see stats
By Eärwen the Doomelf Adventurer level 25
13rd Haze 122nd year of Ascendancy at 07:38 see stats
By Eärwen the Doomelf Adventurer level 17
23rd Dusk 122nd year of Ascendancy at 11:53 see stats
Log
Eärwen receives 35 healing.
Eärwen receives 34 healing.
Eärwen receives 33 healing.
Eärwen receives 33 healing.
Eärwen receives 32 healing.
Talent Rune: Shielding is ready to use.
Eärwen receives 31 healing.
Eärwen receives 31 healing.
Eärwen receives 30 healing.
Eärwen receives 30 healing.
Eärwen receives 29 healing.
Talent Pitiless is ready to use.
Eärwen receives 28 healing.
Eärwen receives 28 healing.
Eärwen receives 27 healing.
Emesemina the elven blood mage casts Sun Ray.
Eärwen spins fate.
Eärwen weaves fate.
Ran for 17 turns (stop reason: taken damage).
Eärwen's temporal clone shrugs off the effect 'Blinded'!
Eärwen shrugs off the effect 'Blinded'!
Your summoned Eärwen's temporal clone disappears.
Eärwen shares damage with her guardian!
Eärwen receives 42 healing.
Eärwen's temporal clone receives 42 healing.
Emesemina the elven blood mage hits Eärwen for (99 shared), 27 light (27 total damage).
Eärwen casts Rune: Shielding.
A shield forms around Eärwen.
Eärwen's temporal clone killed Eärwen's temporal clone!