










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.0Official 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.
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: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Shoot Tweak 1.5.5This addon will cause all actors to generate with the 'Shoot' talent. Useful for Adventurers in particular. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Adventurer |
Level / Exp | 19 / 52% |
Size | medium |
Lifes / Deaths | Killed by Rommeas at level 19 on the 29th Dusk 122nd year of Ascendancy at 13:50 / 1 |
Primary Stats
Strength | 33 (base 22) |
Dexterity | 53 (base 47) |
Constitution | 30 (base 26) |
Magic | 53 (base 46) |
Willpower | 15 (base 12) |
Cunning | 16 (base 12) |
Resources
Life | -43/441 |
Paradox | 450 |
Healing Factor | 1.2692147729953 |
Regeneration | 1.4595969889446 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
See Stealth | 21.444758736974 |
See Invisible | 21.444758736974 |
Offense: Mainhand
Damage | 73 |
Accuracy | 57 |
Crit Chance | 20% |
APR | 6 |
Speed | 0.95 |
Offense: Spell
Spellpower | 36 |
Crit Chance | 13% |
Speed | 1 |
Offense: Mind
Mindpower | 16 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Physical | +8% |
Mind | +12% |
All | 0% |
Defense: Base
Armour (hardiness) | 8 (62.946778433524%) |
Defense | 57 |
Ranged Defense | 57 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 27 |
Mental Save | 13 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 16%( 70%) |
Cold | + 28%( 70%) |
All | + 7%( 70%) |
Darkness | + 23%( 70%) |
Light | + 17%( 70%) |
Temporal | + 18%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 29%( 70%) |
Fire | + 16%( 70%) |
Mind | + 18%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 23% |
Stun Resistance | 20% |
Confusion Resistance | 40% |
Pinning Resistance | 70% |
Disarm Resistance | 20% |
Poison Resistance | 50% |
Blind Resistance | 23% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 365 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Chronomancy / Bow Threading | 1.00 |
| 1/5 |
| 4/5 |
| 4/5 |
| 3/5 |
Chronomancy / Stasis | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Speed Control | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Threaded Combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Chronomancy / Flux | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Chronomancy / Temporal Hounds | 1.00 |
| 5/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Chronomancy / Timetravel | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Chronomancy / Temporal Guardian | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Chronomancy / Temporal Combat | 1.00 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
Chronomancy / Chronomancy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Chronomancy / Spacetime Weaving | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Energy | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Chronomancy / Fate Weaving | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
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 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved Strength by +5. | 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 Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed length of troll intestine. * You've found the needed xorn fragment. | active |
Equipment
On feet | ![]() 2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% physical ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% lightning +6% temporal +2% physical Pinning- +20% A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Master Power 23.0 - 32.2 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 21 Ranged+ +4 fire On Hit.r1 +4 fire On Crit.r2 +4 fire On Hit: * 20% chance to slow global speed by 36% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Rare] Master While equipped: ----- def ----- Resists +3% lightning +3% cold +5% arcane Spell.save +6 (+3 eff.) Mind.save +3 (+3 eff.) Confus- +20% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +6% darkness Spell.save +3 (+2 eff.) Disarm- +20% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 63.5 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Tool | ![]() 2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind ----- def ----- Resists +12% mind +1% physical Max.HP +40.00 Stun/Frz- +20% Rings make your fingers look great! |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Melee Ret 2 fire 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +6% temporal +9% fire Silence- +23% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +5% arcane +9% acid Spell.save +3 (+2 eff.) HP.reg +0.90 Heal.mod +11% Disease- +10% Confus- +20% A belt that goes around your waist. |
In main hand | ![]() 4.0 T1 longbow 2H weapon [Unique] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 105% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+5 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 27.77 to 83.32 lightning damage (55.55 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +9% acid +10% cold +1% physical Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Apr +1 ----- def ----- Defense +10 (+3 eff.) Resists +9% cold +11% light +11% darkness Blind- +23% Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 146 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity 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 [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 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 6 turns. While Heroism is active, you will only die when reaching -239 life. The duration and life will increase by 1% for every 1% life you have lost (currently 501 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 26% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 29 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd 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 73 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. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 66 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. 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 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 94 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. 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 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +11% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.crit +1% ----- def ----- Resists +12% lightning +3% cold Max.HP +21.00 Disarm- +21% Pinning- +20% Knockbk- +22% ---------- misc Max.hate +2.00 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+6 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Ego+] Master/Psionic Power 21.0 - 31.5 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +13 (+4 eff.) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+3 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
![]() 1.0 T3 dagger 1H weapon [Rare] Master Power 25.5 - 33.1 Physical Uses 50% Mag, 50% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 fire While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 11 ----- def ----- Defense +25 (+7 eff.) Resists +5% arcane +3% nature Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Ego] Arcane/Psionic Power 13.5 - 17.6 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 darkness +7 light Against +6% Living +8% Undead Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Normal] Power 11.5 - 15.0 Physical Uses 50% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 43.5 - 65.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +20 light On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str dps ---------- Phys.crit +12.0% Phys.pwr +10 (+3 eff.) Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Resists +12% light Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 39.5 - 59.2 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego] Arcane Power 36.5 - 58.4 Physical Uses 120% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +21 Crit +3.5% Atk.spd 100% Phasing +19% Massive two-handed swords. |
![]() 4.0 T1 longbow 2H weapon [Rare] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Ranged+ +4 nature While equipped: Stats +2 Cun dps ---------- Phys.crit +5.0% Dmg.mod +3% acid Acc +8 (+2 eff.) ----- def ----- Resists +6% nature Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Normal] Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +11 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+3 eff.) Dmg.mod +14% acid Longbows are used to shoot arrows at your foes. |
![]() 4.0 T1 longbow 2H weapon [Ego] Master Power 0.0 - 0.0 Physical Uses 0% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego+] Master Power 17.0 - 23.8 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Acc +7 (+2 eff.) ----- def ----- Defense +6 (+2 eff.) Disarm- +26% Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Rare] Master Power 40.5 - 56.7 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Str +1 Wil +2 Cun dps ---------- Dmg.mod +9% light Res.pen +20% light Blunt and deadly. |
![]() 3.0 T2 mace 1H weapon [Normal] Power 16.5 - 23.1 Physical Uses 100% Mag Mastery Strength of Purpose Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
![]() 3.0 T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+6 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 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Nature Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) ----- def ----- Max.HP +20.00 HP.reg +0.70 Heal.mod +15% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar 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 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 0% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) All.spd +4% Melee+ 8 fire Dmg.mod +6% fire Res.pen +4% fire ----- def ----- Resists +7% fire ---------- misc Talents +1 Attune Mindstar 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 T2 sling 1H weapon [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 0% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +7 acid While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% acid Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+4 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 120.42 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (241). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
![]() 5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +2% Spell.pwr +12 (+5 eff.) Melee+ 20 arcane Dmg.mod +15% acid ---------- misc Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Disrupt While equipped: ----- def ----- Armour +2 Resists +6% acid +3% cold +3% mind +6% blight Heal.mod +5% Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Dex +2 Mag +2 Con ----- def ----- Crit.dmg- 5.00% Mind.save +3 (+3 eff.) Die.at -20.00 life Max.HP +31.00 Heal.mod +5% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 lightning ----- def ----- Resists +3% temporal Max.HP +91.00 Disease- +10% A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: ----- def ----- Defense +21 (+6 eff.) Phys.save +8 (+4 eff.) Max.HP +100.00 Poison- +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: Stats +4 Mag +5 Wil ----- def ----- Resists +9% blight +9% all Max.HP +41.00 HP.reg +2.70 Heal.mod +10% ---------- misc Mana/turn +0.13 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +16% lightning +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +13% blight ----- def ----- Resists +13% blight +7% all Spell.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Resists +5% fire +5% cold A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Disrupt While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +22 (+7 eff.) Acc +7 (+2 eff.) Apr +8 Melee Ret 10 light ----- def ----- Armour +6 Fatigue +3% Resists +8% blight Spell.save +8 (+4 eff.) 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 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane +6% acid Blind- +20% 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. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex ----- def ----- Armour +3 Defense +10 (+3 eff.) Fatigue +3% Resists +12% acid +6% cold +15% darkness +9% light Crit.dmg- 10.00% HP.reg +4.00 Heal.mod +5% ---------- misc Infravis +4 A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +7% Phys.save +7 (+3 eff.) Mind.save +10 (+8 eff.) A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +7% Phys.save +7 (+3 eff.) A suit of armour made of mail. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 3.0 T2 arrow ammo [Random Unique] Nature/Master Power 30.0 - 42.0 Physical Uses 50% Mag, 70% Dex Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 18 Ranged+ +11 nature On Hit.r1 +4 darkness On Crit.r2 +4 darkness +4 lightning On Hit: * 20% chance to reduce damage dealt by 10% * 20% chance to create vines that bind the target to the ground dealing 43 nature damage and pinning them for 3 turns Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Normal] Power 13.5 - 18.9 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 17 Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T1 arrow ammo [Ego] Nature/Master Power 14.5 - 20.3 Physical Uses 70% Dex, 50% Mag Mastery Strength of Purpose Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +5 Crit +1.0% Capacity 19 Ranged+ +12 lightning On Crit.r2 +8 lightning 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 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. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +24% lightning +6% acid Melee Ret 4 acid 8 lightning On Hit (Melee): * 10% chance to reduce armor by 30% ----- def ----- Resists +6% darkness +8% fire While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +9% cold +3% light Melee Ret 4 cold ---------- misc Light +5 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 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.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Str +2 Wil +4 Cun dps ---------- Dmg.mod +3% light ----- def ----- Mind.save +6 (+6 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +6 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. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 217/400 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 T2 shot ammo [Ego] Master Power 20.0 - 24.0 Physical Uses 70% Dex, 0% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +2 Crit +4.5% Capacity 23 Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 Rommeas the Shalore Adventurer level 10
2nd Flare 122nd year of Ascendancy at 07:21 see stats
By Rommeas the Shalore Adventurer level 15
5th Dusk 122nd year of Ascendancy at 03:42 see stats
Log
Rommeas receives 44 healing from Temporal Restoration Field.
Not enough space to summon warden!
Rommeas converts damage to paradox!
Reality Smearing hits Rommeas for (79 converted) damage.
Rommeas receives 44 healing from Temporal Restoration Field.
Rommeas casts Rune: Reflection Shield.
A shield forms around Rommeas.
Rommeas retunes the fabric of spacetime.
The fabric of time around Rommeas returns to normal.
Rommeas hits Rommeas for (286 absorbed) damage.
Rommeas casts Invigorate.
Rommeas is invigorated.
Your shield crumbles under the damage!
The shield around Rommeas crumbles.
Not enough space to summon warden!
Rommeas converts damage to paradox!
Rommeas hits Rommeas for (79 absorbed) damage.
Reality Smearing hits Rommeas for (69 converted) damage.
Rommeas casts Seal Fate.
Rommeas casts Rune: Blink.
Rommeas casts Precognition.
Not enough space to summon warden!
Rommeas converts damage to paradox!
Reality Smearing hits Rommeas for (99 converted) damage.
Rommeas the level 19 shalore adventurer suffocated to death on level 1 of Sandworm lair.
Space restabilizes around you.