














Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.1 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Full Respecialization 1.5.5Allows full control over respecialization at any time. Grants the ability to respecialize all your attributes: stats, talents, categories, and prodigies. Categories no longer have a cap. Store Restocker 1.5.5Ashes of Urh'Rok 1.6.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Godmode Merchant 1.5.10Spawns an NPC that will grant you God mode, unlock any talent tree, add stat/generic/category/prodigy points, raise sub stats, give extra lives, set level, give gold, custom shop that sells (yellow/orange) Unique items and an option to imbue items, even uniques! (as long as you have the gems and item)! I wanted to make a customizable godmode so you can set your character's power, from just learning new spells to increasing character points and sub stats (to increase def. crits. ect.) to full blown invulnerability and insta kill! He spawns near the portal to Angolwen and in Gates of Morning. Will conflict with any mods that change the world map file (eyal.lua) *Will conflict with 'Spell Merchants' For a non-cheaty version, check out my other addon that adds spell merchants you can purchase spells from: https://te4.org/games/addons/tome/master-spell-merchants More Generous Levels 1.5.10Is a lot more generous with talents, types and stat points for each level gained. Talent Training 1.5.10Add an option to buy points at Last Hope's Elder Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Items Vault 1.6.0Donators/Buyers bonus! No NPC Aggro 1.0.5Stops npcs going hostile when you accidently hit them with something. 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. Possessor Bonus Class 1.6.0Donators/Buyers bonus! Tougher Escorts 1.6.0Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. Select your Escorts 1.6.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Better Item Description 1.6.0This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
No Ruined Dungeon Puzzle 1.6.0Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle. Friendly Patrols 1.6.0Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Simplified Prodigy Requirements 1.6.1The requirements fo some prodigies are simplified so you don't have to grind for them. Also removed some requirements which if you don't meet, you won't benefit from that prodigy at all. Any requirements that may involve risks are not touched. It also removes the displayment of some requirements related to plots if they're not needed in your current compaign. Prodigies touched are: This addon no longer uses overload and is now compatible with Zomnibus. Infinite Dungeon Merchants 1.6.0T.O.M.E version 1.7.6
13 NPC merchants will now spawn in Infinite Dungeon and will sell Talents, Class, Stat, Category & Prodigy points! Unlock Extra Lives, Increase Health and Mana! Imbue Unique items!
There are 21 Class talent categories (295 talent trees) available for purchase:Alchemy, Arcane, Celestial, Chronomancy, Psionic, Possession, Corruptions, Curses, Necromancy, Wyrmic, Summoner, Wilder Gifts, Cunning, Archery, Combat Techniques, Demonologist, Doombringer, Demented, Steamtech, Annihilator & Technomancer!
Increase character stats:Pay gold to increase: Stat, Class, Category & Prodigy points. Buy extra lives, increase health, mana, stamina & steam pool/regen. Increase physical, magical and mental critical damage and resistance.
Master jeweler:Imbue jewelry, armor & weapons. Imbue yellow/orange Unique items! You can imbue them as many times, with as many different gems as you want! Includes a custom shop that sells gems and a wide variety of rare and unique jewelry. *This is out dated, all 13 merchants from my Spell Merchants will now spawn.* *This mod IS now compatible with the campaign* ***DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. I may tweak balance in the future, spell cost / npc spawn rate ect. *Still open to feedback on this* *AkaviriBlade has been removed, I will no longer kill you <3* Forbidden Cults 1.6.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Exploration |
| Sex | Female |
| Race | Halfling |
| Class | Rogue |
| Level / Exp | 27 / 40% |
| Size | small |
| Lifes / Deaths | Killed by elven cultist at level 11 on the 4th Flare 122nd year of Ascendancy at 13:43 / 6Killed by enthralled slave at level 18 on the 37th Haze 122nd year of Ascendancy at 14:23 Killed by elven blood mage at level 26 on the 18th Regrowth 123rd year of Ascendancy at 23:32 Killed by Voryba the elven warrior at level 26 on the 19th Regrowth 123rd year of Ascendancy at 11:06 Killed by Xerutta the ogre pounder at level 26 on the 19th Regrowth 123rd year of Ascendancy at 16:42 Killed by elven blood mage at level 27 on the 20th Regrowth 123rd year of Ascendancy at 17:43 |
Primary Stats
| Strength | 50 (base 48) |
| Dexterity | 51 (base 42) |
| Constitution | 66 (base 60) |
| Magic | 17 (base 10) |
| Willpower | 55 (base 36) |
| Cunning | 78 (base 60) |
Resources
| Life | -130/929 |
| Stamina | 310/310 |
| Steam | 100/100 |
| Healing Factor | 1.3559322033898 |
| Regeneration | 87.962780617468 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +12.5% |
| Spell | 0% |
| Global | +57.453416149068% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 5 |
| See Stealth | 48.91455426921 |
| See Invisible | 48.91455426921 |
| Stealth | 73.234448309926 |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 69 |
| Crit Chance | 53% |
| APR | 20 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 73 |
| Accuracy | 69 |
| Crit Chance | 51% |
| APR | 20 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 35% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +31% |
| Blight | +11% |
| Nature | +22% |
| Fire | +7% |
| All | +2% |
Offense: Damage Penetration
| Physical | +7% |
| Nature | +20% |
Defense: Base
| Armour (hardiness) | 16 (75.817490494297%) |
| Defense | 81 |
| Ranged Defense | 81 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 26 |
| Mental Save | 41 |
Defense: Resistances
| Lightning | + 28%( 70%) |
| Light | + 46%( 70%) |
| Cold | + 19%( 70%) |
| Mind | + 20%( 70%) |
| Fire | + 28%( 70%) |
| All | + 15%( 70%) |
Defense: Immunities
| Pinning Resistance | 50% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 44% |
| Poison Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 238 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.3 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Infusions | Effective talent level: 1.3 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 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Artifice | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Technique / Combat techniques | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 2.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Duelist | 1.60 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Poisons | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Technique / Throwing knives | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Assassination | 1.60 |
| 5/5 |
| 5/5 |
| 5/5 |
| 4/5 |
| Cunning / Trapping | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.60 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| Steamtech / Physics | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.60 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.70 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
| talent | Stealth |
| talent | Apply Poison |
| talent | Leeching Poison |
| talent | Volatile Poison |
| detrimental effect | Reduces global action speed by 74%. Slow |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 13.4 and stamina regeneration by 3.6. Soothing Darkness |
| beneficial effect | The target has 50% chance to evade melee and ranged attacks and gains 66 defense. Evasion |
| beneficial effect | Immune to physical effects. Spine of the World |
| beneficial effect | The target has 51 increased life regeneration. Recovery |
| beneficial effect | Parrying melee and ranged attacks: Has a 68% chance to deflect up to 24 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you gained talent category Wild-gift / Call of the wild (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | active |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun dps ---------- Mov.spd +12% ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 Pwr.cost 21 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 81.68 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 81.68 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | insulating rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +5% fire A cap made of leather. |
| On hands | Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 100% Melee+ +10 fire Dmg.conv 100% fire On Hit: 30% Flamespit 3 Flamespit: Level 3.9 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 66.08 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 12 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | gladiator's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +5 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 12 light Ranged+ 11 light Dmg.mod +11% light Rings can have magical properties. |
| On fingers | Beysta the stralite ring0.1 T4 ring jewelry [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Phys.crit +4.0% Dmg.mod +18% light +9% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Armour +8 Resists +36% light +6% mind ---------- misc Max.stam +30.00 Rings can have magical properties. |
| Around neck | copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets can have magical properties. |
| In main hand | truestriking voratun dagger of vileness (37-48.1 power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Arcane/Master Power 37.0 - 48.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 blight On Hit: * 12% chance to reduce strength, dexterity, and constitution by 15 While equipped: dps ---------- Res.pen +7% physical Acc +13 (+3 eff.) Apr +11 Sharp, short and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | balanced stralite dagger of the mystic (29.5-38.35 power, 9 apr)1.0 T4 dagger 1H weapon [Ego] Arcane/Master Power 29.5 - 38.4 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.pwr +13 (+6 eff.) Acc +9 (+2 eff.) ----- def ----- Defense +9 (+2 eff.) Disarm- +44% Sharp, short and deadly. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+4 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
| Main armor | Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+3 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.6 Pwr.cost 21 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 58.88 to 176.63 lightning damage (117.75 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
steam generator implant (steam 4)0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 4.3 steam per turn. Can be activated for an instant burst of 22 steam. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the titan (steam 14)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 14.0 steam per turn. Can be activated for an instant burst of 70 steam. Its effects scale with your Constitution stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
steam generator implant of the wizard (steam 7)0.1 T1 implant scroll [Ego] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Steamtech (100% of a turn) Is a steamtech power Description: Steam generator that permanently creates 6.8 steam per turn. Can be activated for an instant burst of 34 steam. Its effects scale with your Magic stat. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
Primal Infusion (affinity 16%; reduction 3; dur 5; cd 18)0.1 infusion scroll [Unique] Nature 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 nature gift Description: Activate the infusion to heal for 16% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
shatter afflictions rune of the sneak (absorb 98; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 98 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 223; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 223 damage for 3 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bethita the Gleamdredge (17.5-22.75 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Master Power 17.5 - 22.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +8 cold While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +5 (+2 eff.) Res.pen +5% light Acc +9 (+2 eff.) ----- def ----- Defense +7 (+1 eff.) Phys.save +3 (+1 eff.) Die.at -80.00 life Disarm- +32% Sharp, short and deadly. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
chilling dwarven-steel dagger of enduring (19-24.7 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Nature Power 19.0 - 24.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 cold While equipped: Stats +7 Wil +7 Con ----- def ----- Max.HP +37.00 Sharp, short and deadly. |
iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.0 - 13.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Normal] Power 10.5 - 13.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
iron dagger of massacre (15.5-20.15 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master Power 15.5 - 20.2 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
thought-forged iron dagger of massacre (16-20.8 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 16.0 - 20.8 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 mind On Hit: * 12% chance to reduce all saves and defense by 28 While equipped: Stats +2 Cun +1 Wil Sharp, short and deadly. |
Dream Malleus (56-84 power, 5 apr)5.0 T4 greatmaul 2H weapon [Unique] Master/Psionic Power 56.0 - 84.0 Physical Uses 70% Wil, 70% Str Acc+ +0.2% base dam (max 20%) Apr +5 Atk.spd 100% Melee+ +20 mind On Hit: * 14% chance to reduce all saves and defense by 28 * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +9% Phys.pwr +7 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% physical Res.pen +10% physical ----- def ----- Armour +8 Disarm- +14% ---------- misc Psi/turn +0.10 Talents +3 Hammer Toss +3 Dream Smith's Hammer Cooldown Hammer Toss -2 A large shimmering maul that seems to produce a ringing in your ears. It is both as malleable as thought and as hard as the strongest steel. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon Reqs Mag 24 [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+7 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+8 eff.) ---------- misc Talents +1 Command Staff Cure up to 3 diseases or poisons (based on Magic). Uses 9 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Treesquall1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str +4 Mag +1 Cun dps ---------- On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- HP.reg +0.80 Heal.mod +10% A belt that goes around your waist. |
Pressurizer (8 def, 0 armour)2.0 T2 cloak armor [Unique] Steamtech While equipped: Stats +3 Dex dps ---------- Steam.crit +10% Steampwr +10 (+3 eff.) ----- def ----- Defense +8 (+1 eff.) ---------- misc Masteries +0.10 Steamtech/Automation +0.10 Steamtech/Avoidance This cloak hides and protects a series of powerful steam compressors. |
Helm of the Dominated (0 def, 9 armour)3.0 T3 head armor [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+4 eff.) Spell.pwr +10 (+5 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 84 power out of 100/100 The very essence of bearness! |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
72 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal0.0 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. |
4 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 84 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
brass lantern2.0 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Crystal Focus0.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 170 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
yew totem of summon tentacle 'Blazeonslaught' [power 255] (21 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +4 Cun dps ---------- Crit.mult +10.00% Res.pen +20% fire Melee Ret 10 fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% fire ---------- misc Max.psi +20.00 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 672 Base Damage: 302 Armor: 18 All Resist: 30 Puts all charms on 21 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 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. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Ay ay captain! (Exploration mode)
Turn into a pirate!By aa the Halfling Rogue level 25
7th Regrowth 123rd year of Ascendancy at 00:39 see stats
Bringer of Doom (Exploration mode)
Killed a Bringer of Doom.By aa the Halfling Rogue level 15
4th Haze 122nd year of Ascendancy at 14:58 see stats
Can you bear it? So much bearness! (Exploration mode)
Killed Borius in the Bearscape.By aa the Halfling Rogue level 17
23rd Haze 122nd year of Ascendancy at 19:28 see stats
Don't Poosh it! (Exploration mode)
Killed Kelad in the lost land of Poosh.By aa the Halfling Rogue level 19
55th Haze 122nd year of Ascendancy at 23:10 see stats
Earth Master (Exploration mode)
Killed Harkor'Zun and unlocked Stone magic.By aa the Halfling Rogue level 22
1st Wintertide 123rd year of Ascendancy at 16:50 see stats
Exterminator (Exploration mode)
Killed 1000 creatures.By aa the Halfling Rogue level 18
54th Haze 122nd year of Ascendancy at 07:02 see stats
Level 10 (Exploration mode)
Got a character to level 10.By aa the Halfling Rogue level 10
1st Flare 122nd year of Ascendancy at 19:32 see stats
Level 20 (Exploration mode)
Got a character to level 20.By aa the Halfling Rogue level 20
75th Haze 122nd year of Ascendancy at 15:21 see stats
Merry wintertide! (Exploration mode)
Finish the Santascape event and free the little helper elves.By aa the Halfling Rogue level 25
7th Allure 123rd year of Ascendancy at 19:07 see stats
Poisonous (Exploration mode)
Sided with the assassin lord.By aa the Halfling Rogue level 14
42nd Dusk 122nd year of Ascendancy at 07:27 see stats
Size matters (Exploration mode)
Did over 600 damage in one attack.By aa the Halfling Rogue level 26
19th Regrowth 123rd year of Ascendancy at 22:04 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By aa the Halfling Rogue level 18
37th Haze 122nd year of Ascendancy at 14:16 see stats
The Right thing to do (Exploration mode)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By aa the Halfling Rogue level 18
38th Haze 122nd year of Ascendancy at 03:45 see stats
The secret city (Exploration mode)
Discovered the truth about mages.By aa the Halfling Rogue level 25
6th Regrowth 123rd year of Ascendancy at 13:30 see stats
Treasure Hoarder (Exploration mode)
Amassed 3000 gold pieces.By aa the Halfling Rogue level 26
19th Regrowth 123rd year of Ascendancy at 16:01 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By aa the Halfling Rogue level 17
23rd Haze 122nd year of Ascendancy at 14:22 see stats
Log
Rested for 7 turns (stop reason: all resources and life at maximum).
Elven blood mage briefly catches sight of you!
Ran for 6 turns (stop reason: hostile spotted to the west (elven blood mage)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the west (elven blood mage)).
Elven blood mage casts Drain.
Elven blood mage's spell attains critical power!
Aa tries to evade attacks.
Elven blood mage hits aa for 333 blight damage.
Elven blood mage casts Blood Spray.
Aa is recovering from the damage!
Aa is afflicted by a weakness disease!
Elven blood mage hits aa for 167 blight damage.
Weakness Disease from Elven blood mage hits aa for (32 shifted), 0 blight (0 total damage).
Elven blood mage casts Timeless.
Elven blood mage casts Blood Boil.
Elven blood mage's spell attains critical power!
Aa is free from the weakness disease.
Aa become impervious to physical effects.
Aa slows down.
Elven blood mage receives 66 healing.
Elven blood mage hits aa for 351 blight damage.
Elven blood mage casts Rune: Acid Wave.
Elven blood mage hits aa for 235 acid damage.
Elven blood mage casts Blood Spray.





















































































































































