Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! Class+Race Pack 1.7.4Adds several new classes and races: - Moon Fox race: Race that can radically transform class and generic talents by attaching tails to them. This addon also makes a couple other changes to make the Zephyr class work: Other than that, the addon tries not to affect existing classes/races/talents. The new classes won't appear on enemies or Adventurers. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 134953 ===== Credits ===== Sounds: ===== Changelog ===== 1.1.0: 1.0.1: 1.0.0: astralInferno's Celestial Oddities 1.7.6A combination of all my celestial addons; Firmamancer, Primal Chosen, Trench Strider, Radiant, the Empyreal fork, and the newly added Bloodtide Cultist. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Summoner rework 1.7.4Summoner rework! CHANGE LOG 1.1.8 1.1.7 1.1.6 1.1.5 1.1.4 1.1.3 1.1.0 -Innervate: Reset cooldown of summons' talent. -Blessing of Nature: Buff to surrounding summons. -Wasp Swarm: debilitating enemies & halving poison resistance -Force of Nature: Automatically refill dead summons. -Now detonation's cooldown scales with the talent level. -Fixed Dragon to crit properly on detonation 1.0.9 1.0.8 1.0.7 - Arrow rain now summons ivy right next to the enemies (ignore range) 1.0.6 - You can now move Dragons with Attack Order 1.0.5 - Minor bug fix 1.0.4 - Summoner and SummonerR merged. 1.0.3 - Changed few particles (for performance) Faster Egress Artifact Rolling 1.7.4Immediately gives you 3 appropriate artifacts upon entering the egress instead of having to brute-force combinations. Heartstalker - Psionic Class 1.7.0Adds Heartstalker, a psionic class themed around the subconscious, as a birth option. Heartstalkers are a stealth-oriented class that start with twin daggers. Confounding foes's perceptions with their strange psychic power, they weaken their victims from afar, unseen and untouchable, before drawing in close for the kill when they feel the time is right. Take care, however, for though your mind is a potent shield against hostile intent, the physical flesh it guards is exceedingly frail. Heartstalker talent trees include: Perception: Turn aside prying eyes to hide your presence! All that we know of ourselves and others is merely a facade; the truth of the mind and the world sleeps where it cannot see. Items Vault 1.7.6Donators/Buyers bonus! Mage Knight 1.7.0Adds the Mage Knight metaclass, and its six sub-classes. Forum discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=48329 Phoenix Knight: Powerful warriors who blast their foes with solar fire while calling healing light upon their allies. Their solar fire attacks will strike as either fire or light damage, whichever will hit their target the hardest, and their potent healing and cleansing abilities make them tough opponents to bring down. Mind Knight: Psionic warriors who strengthen their mental abilities by tapping into their inner magic. Adept at telekinesis, telepathy, and teleportation, they are mobile scouts who can quickly get a lay of the land and sow chaos among their foes with physical and mental debilitations, or even outright compulsions. Storm Knight: Swift skirmishers who rely on extreme mobility and powerful lightning magic to strike their foes down and avoid reprisals. Extremely fast and difficult to pin down, they can cast entire enemy units into disarray with their wealth of area attacks. All mage knights can cast while they fight, but experienced storm knights are also able to fight while they move. Earth Knight: The heaviest of infantry, earth knights hammer their foes with physical and natural forces while shielding themselves with the power of the earth. Highly resilient in the face of any attack, earth knights provide a slow and steady offense supported by powerful gemstone shields and the endurance of a living mountain. Sea Knight: Healers first, fighters second, battle mages a somewhat distant third, while sea knights lack the raw offensive power of other mage knights, they make up for it with amazing personal defense and recovery abilities. And though their attacks may be individually weak, like the sea itself, they are able to wear down even the strongest defenses eventually, eroding their opponents away with gradually strengthening spells, making them terrors in a battle of attrition. Mana Knight: Experimenting pioneers who do amazing things with raw magical energy. They have the most conventional magical training of the mage knights, even if they sometimes put it to unconventional use. Their arcane attacks can overwhelm the powers of other spellcasters, and while they lack the scope of power of full-fledged archmages, they are masters of the fundamentals of the various arcane schools. Rage Mage class 1.7.0Adds the Rage Mage class. The Rage Mage is an arcane/temporal caster that, when injured, gets too mad to cast and starts punching things. Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Orc Breeding Pits Full 1.7.4Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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:
Less Weird 1.7.0Places a special object on level 3 of Lake of Nur that will help you in your fight with the Weirdling Beast. 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.
|
Campaign | Light |
Mode | Nightmare Adventure |
Sex | Female |
Race | Dreamelf |
Class | Bloodtide Cultist |
Level / Exp | 20 / 39% |
Size | medium |
Lifes / Deaths | Killed by dwindling greater faeros at level 11 on the 7th Mirth 122nd year of Ascendancy at 09:19 4 / 2Killed by worm that walks at level 20 on the 7th Flare 122nd year of Ascendancy at 21:34 |
Primary Stats
Strength | 24 (base 14) |
Dexterity | 19 (base 12) |
Constitution | 12 (base 12) |
Magic | 59 (base 48) |
Willpower | 22 (base 12) |
Cunning | 49 (base 48) |
Resources
Negative | 62/77 |
Vim | 140/178 |
Life | -5/405 |
Stamina | 177/197 |
Paradox | 300 |
Healing Factor | 1.1387072696043 |
Regeneration | 16.226578591861 |
Speed
Mental | +12.376441347937% |
Attack | 0% |
Movement | +41.343811764402% |
Spell | +5.5834128653613% |
Global | +66.666666666667% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 3 |
See Invisible | 3 |
Offense: Mainhand
Damage | 70 |
Accuracy | 62 |
Crit Chance | 31% |
APR | 12 |
Speed | 0.89 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 43 |
Crit Chance | 13% |
Speed | 0.947118465734 |
Offense: Mind
Mindpower | 27 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +29% |
Arcane | +12% |
Cold | +18% |
All | +9% |
Darkness | +18% |
Light | +19% |
Mind | +27% |
Physical | +12% |
Fire | +22% |
Nature | +19% |
Offense: Damage Penetration
Lightning | +5% |
Acid | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 70.723073231957 (50%) |
Defense | 42 |
Ranged Defense | 45 |
Fatigue | 26 |
Physical Save | 41 |
Spell Save | 42 |
Mental Save | 40 |
Defense: Resistances
Acid | + 35%( 70%) |
Blight | + 16%( 70%) |
Physical | + 14%( 70%) |
Mind | + 13%( 70%) |
All | + 7%( 70%) |
Light | + 40%( 70%) |
Temporal | + 13%( 70%) |
Fire | + 25%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Stun Resistance | 34% |
Confusion Resistance | 25% |
Teleport Resistance | 20% |
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 359 damage for 4 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random 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: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 139 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Class Talents
Celestial / Bleak Bulwark of Night | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Malice | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Fearscape | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Blade of the Red Star | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Race / Dreamelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
Corruption / Herald | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Ominous Latin Chanting | 1.50 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Curses | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Hymn of Shadows |
talent | Ominous Chanting |
talent | Abyssal Shield |
talent | Hexblade |
detrimental effect | Huge cut that bleeds, doing 8.41 physical damage per turn. Bleeding |
detrimental effect | The target is infected by a disease, doing 44.37 blight damage per turn and reducing healing received by 70%. EpidemicEach non-disease blight damage done to it will spread the disease. |
detrimental effect | The target is engulfed in entropy, reducing the duration of new beneficial effects and increasing the duration of new negative effects by 19%. NihilThis effect will fade in 2 turns if the source is not in line of sight. |
detrimental effect | The target is infected with carrion worm larvae. Each turn it will lose one beneficial physical effect and 38.55 blight and acid damage will be inflicted. Worm RotAfter five turns the disease will inflict 109.45 blight damage and spawn a carrion worm mass. |
detrimental effect | Slowed by 50% and taking 81 crushing damage per turn. Imploding (slow) |
Quests
This strange, overgrown ruin is home to both plants and oozes - and the line between these two is very blurry in this place. Something is melding the two together - and you could certainly use that force for your own ends.. Places of Power: The Overgrowth*You have taken the power that lingered in this place, gaining fragments of the Chronomancy/Energy Life tree, but mostly other power. | done |
You have entered a pit crawling with vermin. The sheer amount of living things here is staggering, and you suspect there may be something here that you could use for your own gain. Places of Power: The Pit*You have taken the power that lingered in this place, gaining fragments of the Technique/Conditioning tree, but mostly other power. | done |
You have encountered a strange orb on a pedestal deep underground. Merely being close to it made your mind, your very self, expand. Become more. The Call* You have accepted the Light into yourself and been forever changed. But something has torn the Light apart. It must be whole again. You must be whole again! | active |
Equipment
On feet | undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour) undeterred pair of dwarven-steel boots of tirelessness (0 def, 4 armour)Requires: - Heavy armour training Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Silence immunity: +25% Confusion immunity: +25% Stun/Freeze immunity: +34% Stamina each turn: +0.50 Maximum stamina: +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | The Little Light The Little LightPowered by unknown forces 0.00 Encumbrance. [Unique] Type: lite / unknown When wielded/worn: Changes resistances: +15% light Light radius: +4 An orb of light. It has embedded itself in your body, causing wisps of luminous energy to stream off of your skin. |
On head | Emevea (living) (0 def, 6 armour) Emevea (living) (0 def, 6 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Physical power: +8 (+3 eff.) Armour: +6 Fatigue: +3% Changes stats: +9 Str / +6 Dex / +5 Wil Changes resistances: +8% physical / +3% nature / +6% temporal Physical save: +8 (+2 eff.) Teleport immunity: +20% Life regen: +7.00 Infravision radius: +3 Healing mod.: +27% It can be used to activate talent Skullcracker, placing all other charms into a 20 cooldown : Effective talent level: 3.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 94.1 Physical damage. If the attack hits, the target is confused (30% 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. |
On hands | psychic's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour) psychic's dwarven-steel gauntlets of magic (+2) (0 def, 2 armour)Requires: - Heavy armour training Powered by arcane forces Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour: +2 Fatigue: +3% Damage (Melee): 5 mind Changes stats: +2 Mag Changes resistances: +6% mind Changes damage: +3% arcane / +3% mind 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. |
Tool | Iveth [power 105] (25 cooldown) Iveth [power 105] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 32% Changes resistances: +9% nature / +9% fire It can be used to setup a psionic shield, reducing all damage taken by 105 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Increase all damage penetration by 16% for 2 turns. * Cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Corrosion CorrosionPowered by arcane forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 1 When wielded/worn: Damage (Melee): 5 acid Damage (Ranged): 5 acid Damage when hit (Melee): 5 acid Changes resistances: +10% acid Changes damage: +10% acid It can be used to activate talent Corrosive Vapour (costing 30 power out of 30/30) : Effective talent level: 1.0 Power cost: 30 out of 30/30. Range: 8 Travel Speed: instantaneous Is: a spell Description: Corrosive fumes rise from the ground doing 16.15 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
On fingers | copper ring 'Thunderhacker' copper ring 'Thunderhacker'Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes resistances: +20% light Changes resistances penetration: +5% lightning Changes damage: +10% light See invisible: +3 Rings make your fingers look great! |
Around neck | Feathersteel Amulet (living) Feathersteel Amulet (living)Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+5 eff.) Fatigue: -20% Maximum encumbrance: +20 Life regen: +7.00 Movement speed: +25% Healing mod.: +27% Slows Projectiles: +15% Avoid Pressure Traps: The wearer never triggers traps that require pressure. The weight of the world seems a little lighter with this amulet around your neck. |
In main hand | Spellblaze Shard (mossy) (20-26 power, 10 apr) Spellblaze Shard (mossy) (20-26 power, 10 apr)Requires: - Cunning 17 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 20.0 - 26.0 Uses stats: 50% Cun, 50% Mag Damage type: Physical Mastery: Blood-Red Blade Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +12.0% Attack speed: 100% When this weapon hits: Nourishing Moss (20% chance level 3). Lifesteal (this weapon only): +6% Damage (Melee): +20 blight / +20 fire When wielded/worn: Changes stats: +5 Mag Changes resistances: +10% blight / +10% fire Talent granted: +1 Virulent Disease Healing mod.: +23% This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Around waist | Arthiregogar the hardened leather belt Arthiregogar the hardened leather beltCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Physical crit. chance: +3.0% Physical power: +5 (+2 eff.) Armour: +8 Changes damage: +15% mind Critical mult.: +7.00% Equilibrium when hit: +0.08 Maximum hate: +4.00 Mental crit. chance: +1% A belt that goes around your waist. |
In off hand | Titanic (sludge-imbued) (20 def, 18 armour, 48-58 power, 320 block) Titanic (sludge-imbued) (20 def, 18 armour, 48-58 power, 320 block)Requires: - Shield usage training - Magic 37 Crafted by a master 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 48.0 - 57.6 Uses stats: 100% Mag, 0% Cun Damage type: Physical Mastery: Black Faith Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +4.5% Block value: +320 When wielded/worn: Armour: +18 Armour Hardiness: +20% Defense: +20 (+6 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +30% Changes resistances: +20% nature / +20% acid Changes damage: +10% nature / +10% acid Talent granted: +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | cashmere cloak 'Shockwisp' (22 def, 0 armour) cashmere cloak 'Shockwisp' (22 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +15 (+4 eff.) Defense: +22 (+7 eff.) Damage when hit (Melee): 2 lightning Changes stats: +3 Wil / +3 Mag Changes resistances: +9% nature Reduces incoming crit damage: 10.00% Healing mod.: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | dwarven-steel mail armour 'Arura' (3 def, 14 armour) dwarven-steel mail armour 'Arura' (3 def, 14 armour)Requires: - Heavy armour training - Cunning 28 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +2 Armour: +14 Defense: +3 (+1 eff.) Fatigue: +7% Changes stats: +1 Str Changes resistances penetration: +10% acid Changes damage: +3% physical Physical save: +5 (+1 eff.) A suit of armour made of mail. |
Inventory
This item will automatically be transmogrified when you leave the level. movement infusion (speed 748%; cd 17)movement infusion (speed 748%; cd 17) Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% 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. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
This item will automatically be transmogrified when you leave the level. magic missile rune (97 arcane damage)magic missile rune (97 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 17 Travel Speed: 600% of base Usage Speed: Spell (95% of a turn) Is: a spell Description: Fires a Magic Missile that does 97 arcane damage and inflicts Spellshocked for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. magic missile rune of the sneak (208 arcane damage)magic missile rune of the sneak (208 arcane damage) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 16 Travel Speed: 600% of base Usage Speed: Spell (95% of a turn) Is: a spell Description: Fires a Magic Missile that does 208 arcane damage and inflicts Spellshocked for 5 turns. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
This item will automatically be transmogrified when you leave the level. enchantment rune of the warrior (+18 for 9 turns)enchantment rune of the warrior (+18 for 9 turns) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 3 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to enchant your weapons and armour for 9 turns. This enchantment increases your accuracy and armour by 18 and adds 20 arcane damage to all your hits. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold amulet 'Zubida' gold amulet 'Zubida'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Changes resistances: +12% lightning / +3% temporal / +5% arcane / +3% acid Changes resistances penetration: +25% temporal Changes damage: +3% arcane Stun/Freeze immunity: +23% Amulets make your neck look great! |
Battlestaff (blazing) (30-36 power, 10 apr, physical element) Battlestaff (blazing) (30-36 power, 10 apr, physical element)Requires: - Strength 32 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 30.0 - 36.0 Uses stats: 50% Mag, 50% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +10 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Pyrokinesis (20% chance level 2). When wielded/worn: Accuracy: +12 (+3 eff.) Defense: +12 (+4 eff.) Talent mastery: +0.20 Spell / Staff combat Global speed: +10% Strong but light wood, shod with steel and perfectly balanced. |
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% Cun, 45% Mag Damage type: Physical Mastery: Blood-Red Blade 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 (+5 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. |
iron dagger (10-13 power, 5 apr) iron dagger (10-13 power, 5 apr)Requires: - Cunning 11 1.00 Encumbrance. Type: weapon / dagger ; tier 1 Base power: 10.0 - 13.0 Uses stats: 50% Cun, 50% Mag Damage type: Physical Mastery: Blood-Red Blade Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +4.0% Attack speed: 100% Sharp, short and deadly. |
Flashjustice the dwarven-steel dagger (sludge-dripping) (25-32 power, 7 apr) Flashjustice the dwarven-steel dagger (sludge-dripping) (25-32 power, 7 apr)Requires: - Cunning 24 Powered by arcane forces Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: weapon / dagger ; tier 3 Base power: 25.0 - 32.5 Uses stats: 50% Mag, 50% Cun Damage type: Physical Mastery: Blood-Red Blade Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% When this weapon hits: Slime Spit (20% chance level 2). On weapon hit: * 9% chance to slow global speed by 44% Damage (Melee): +6 darkness Damage (radius 1) on hit: +12 lightning / +5 fire Damage against: +9% Living When wielded/worn: Changes stats: +3 Con Reduces incoming crit damage: 5.00% Sharp, short and deadly. |
Veluyatha the Sunsnake (16-20 power, 7 apr) Veluyatha the Sunsnake (16-20 power, 7 apr)Requires: - Cunning 24 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 3 Base power: 15.5 - 20.2 Uses stats: 50% Mag, 50% Cun Damage type: Physical Mastery: Blood-Red Blade Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +7 Crit. chance: +6.0% Attack speed: 100% On weapon crit: * Wound the target dealing 170 physical damage across 5 turns and reducing healing by 50% Damage (Melee): +8 light Damage (radius 1) on hit: +12 arcane Damage (radius 2) on crit: +8 light When wielded/worn: Physical crit. chance: +8.0% Physical power: +8 (+3 eff.) Damage when hit (Melee): 2 arcane Changes damage: +3% arcane / +3% darkness Sharp, short and deadly. |
This item will automatically be transmogrified when you leave the level. Beorig the yew longbowBeorig the yew longbow Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 Damage (Ranged): +13 acid / +11 fire When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +11 Changes resistances: +3% light / +3% cold Changes resistances penetration: +11% all Changes damage: +17% acid / +14% fire Silence immunity: +20% Maximum life: +20.00 Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. mighty yew longbow of piercingmighty yew longbow of piercing Requires: - Dexterity 24 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 3 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +8 When wielded/worn: Accuracy: +20 (+5 eff.) Armour penetration: +8 Physical power: +12 (+4 eff.) Changes stats: +5 Str Changes resistances penetration: +11% all Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. manaburning quiver of yew arrows (18/18, 34-48 power, 10 apr)manaburning quiver of yew arrows (18/18, 34-48 power, 10 apr) Requires: - Dexterity 24 Infused by arcane disrupting forces 3.00 Encumbrance. Type: ammo / arrow ; tier 3 Base power: 34.0 - 47.6 Uses stats: 70% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +10 Crit. chance: +2.0% Capacity: 18 On weapon hit: * 24 arcane resource burn Arrows are used with bows to pierce your foes to death. |
crackling steel shield of the stars (0 def, 4 armour, 19-23 power, 43.5 block) crackling steel shield of the stars (0 def, 4 armour, 19-23 power, 43.5 block)Requires: - Shield usage training - Magic 16 Powered by arcane forces 7.00 Encumbrance. Type: armor / shield ; tier 2 When used to attack (with talents): Base power: 19.0 - 22.8 Uses stats: 100% Mag, 0% Cun Damage type: Physical Mastery: Black Faith Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +44 Damage (Melee): +10 lightning / +11 light / +11 darkness When wielded/worn: Armour: +4 Fatigue: +8% Damage when hit (Melee): 10 lightning Changes stats: +2 Dex / +2 Cun / +3 Mag Changes resistances: +10% lightning / +11% light / +11% darkness Changes damage: +11% light / +11% darkness Talent granted: +1 Block Handheld deflection devices. |
Cloudwinnow (0 def, 15 armour, 32-38 power, 84 block) Cloudwinnow (0 def, 15 armour, 32-38 power, 84 block)Requires: - Shield usage training - Magic 24 Infused by nature 7.00 Encumbrance. Type: armor / shield ; tier 3 When used to attack (with talents): Base power: 32.0 - 38.4 Uses stats: 100% Mag, 0% Cun Damage type: Physical Mastery: Black Faith Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.5% Block value: +84 When wielded/worn: Armour penetration: +4 Armour: +15 Fatigue: +8% Changes stats: +3 Str Changes resistances: +13% blight / +2% physical / +14% nature / +3% lightning Talent granted: +1 Block Handheld deflection devices. |
rejuvenating rough leather armour (3 def, 2 armour) rejuvenating rough leather armour (3 def, 2 armour)Requires: - Cunning 10 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Armour: +2 Defense: +3 (+1 eff.) Fatigue: +6% Life regen: +2.30 Stamina each turn: +0.50 A suit of armour made of leather. |
Nature's Blessing (sludge-imbued) (8 def, 6 armour) Nature's Blessing (sludge-imbued) (8 def, 6 armour)Requires: - Cunning 20 Infused by nature Infused by arcane disrupting forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +8 (+2 eff.) Ranged Defense: +4 (+1 eff.) Fatigue: +8% Changes stats: +4 Con / +3 Wil Changes resistances: +20% acid / +40% nature / +25% arcane Changes damage: +10% nature / +10% acid Talent mastery: +0.20 Wild-gift / Antimagic Spell save: +18 (+6 eff.) Stun/Freeze immunity: +25% Life regen: +1.00 Healing mod.: +20% Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
This item will automatically be transmogrified when you leave the level. enlightening dwarven-steel mail armour of implacability (3 def, 13 armour)enlightening dwarven-steel mail armour of implacability (3 def, 13 armour) Requires: - Heavy armour training - Cunning 28 Crafted by a master Infused by psionic forces 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +13 Defense: +3 (+1 eff.) Fatigue: +6% Changes stats: +3 Cun / +4 Wil Physical save: +7 (+2 eff.) Mental save: +10 (+4 eff.) A suit of armour made of mail. |
This item will automatically be transmogrified when you leave the level. radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour)radiant dwarven-steel mail armour of lightning resistance (3 def, 8 armour) Requires: - Heavy armour training - Cunning 28 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Wil Changes resistances: +17% lightning / +13% darkness / +13% blight Light radius: +1 A suit of armour made of mail. |
Chamydugorn ChamydugornCrafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +1 Str Spell save: +5 (+1 eff.) Size category: +1 A belt that goes around your waist. |
grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +6% lightning / +6% temporal Stamina each turn: +0.40 Maximum stamina: +12.00 A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. Brightradiance (4 def, 9 armour)Brightradiance (4 def, 9 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +9 Defense: +4 (+1 eff.) Changes resistances: +9% cold / +3% fire / +3% physical Life regen: +4.00 Maximum life: +20.00 Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. wanderer's pair of hardened leather boots of force (0 def, 3 armour)wanderer's pair of hardened leather boots of force (0 def, 3 armour) Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Physical power: +2 (+1 eff.) Armour: +3 Changes stats: +2 Cun / +2 Con Physical save: +15 (+5 eff.) Mental save: +15 (+5 eff.) Spellpower: +5 (+2 eff.) Mindpower: +5 (+3 eff.) A pair of boots made of leather. |
This item will automatically be transmogrified when you leave the level. cashmere wizard hat of nature (+19%) (2 def, 0 armour)cashmere wizard hat of nature (+19%) (2 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +19% nature Changes damage: +13% nature A pointy cloth hat, very wizardly... |
Blindvalor (0 def, 3 armour) Blindvalor (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Effects on melee hit: * 20% chance to reduce damage dealt by 16% * 10% chance to reduce strength, dexterity, and constitution by 22 Changes stats: +3 Str / +2 Cun / +1 Con Changes damage: +3% blight / +9% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding iron helm of constitution (+3) (0 def, 3 armour) grounding iron helm of constitution (+3) (0 def, 3 armour)Requires: - Heavy armour training Infused by nature Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes stats: +3 Con Changes resistances: +6% lightning / +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Shinecutter the dwarven-steel helm (0 def, 4 armour) Shinecutter the dwarven-steel helm (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 light / 2 temporal Changes resistances: +3% mind Changes resistances penetration: +5% mind Changes damage: +3% mind Physical save: +12 (+4 eff.) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Sparkstone SparkstoneRequires: - Magic 10 Infused by psionic forces 1.00 Encumbrance. [Unique] Type: armor / wardstone ; tier 1 When wielded/worn: Defense: +2 (+0 eff.) Changes resistances: +10% lightning Reduce damage by fixed amount: +1 all Maximum wards: +1 lightning Changes damage: +10% lightning Talent granted: +1 Ward Mental save: +10 (+4 eff.) Stun/Freeze immunity: +10% Slows Projectiles: +10% It can be used to activate talent Brain Storm (costing 24 power out of 30/30) : Effective talent level: 1.0 Power cost: 24 out of 30/30. Range: 3 Travel Speed: instantaneous Is: a mind power Description: Mentally focus electricity into a ball of plasma and hurl it at the target. The plasma will explode on impact, dealing 73.2 Lightning damage within radius 2. This talent will apply cross tier Brainlock. The damage will increase with your Mindpower. As you look at this wardstone, a spark catches your attention. Then more sparks suddenly dance around it. The sparks seem to be activated by your thoughts. |
3 agate 3 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. |
3 ametrine 3 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine 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. |
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. |
4 opal 4 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. |
3 topaz 3 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. |
amethyst amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet 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. |
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. |
2 sapphire 2 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+2 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% Changes stats: +3 Str When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
This item will automatically be transmogrified when you leave the level. Ameretir (dig speed 32 turns)Ameretir (dig speed 32 turns) Powered by arcane forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str / +3 Mag / +4 Wil Changes resistances: +15% acid Changes resistances penetration: +25% mind Changes damage: +6% acid Maximum mana: +31.00 Spell crit. chance: +6% Mindpower: +10 (+5 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling FootInfused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+1 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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. |
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. |
elm totem of healing [power 110] (15 cooldown) elm totem of healing [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 It can be used to heal yourself and all friendly characters within 10 spaces for 110 Activation puts all charms on cooldown for 15 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
By Dreaming Death the Dreamelf Bloodtide Cultist level 10
2nd Mirth 122nd year of Ascendancy at 00:10 see stats
By Dreaming Death the Dreamelf Bloodtide Cultist level 20
6th Flare 122nd year of Ascendancy at 23:39 see stats
By Dreaming Death the Dreamelf Bloodtide Cultist level 11
7th Mirth 122nd year of Ascendancy at 09:16 see stats
By Dreaming Death the Dreamelf Bloodtide Cultist level 16
3rd Flare 122nd year of Ascendancy at 15:01 see stats
Log
Dreaming Death killed Netherworm mass!
Worm that walks hits Dreaming Death for (47 abyssal shield), 47 blight, (6 abyssal shield), 6 blight, (3 abyssal shield), 3 temporal, (9 abyssal shield), 9 blight, (3 abyssal shield), 3 fire (68 total damage).
Melee retaliation hits Worm that walks for 1 acid, 10 darkness, 2 lightning, 0 blight, 11 healing, 52 fire (65 total damage) [11 healing].
Worm that walks receives 4 healing from Ruin.
Saw horror's physical bleed area effect hits Dreaming Death for (36 abyssal shield), 24 physical (24 total damage).
Saw horror's physical bleed area effect hits Netherworm mass for 84 physical damage.
Saw horror's physical bleed area effect hits Netherworm mass for 84 physical damage.
Saw horror's physical bleed area effect hits Devourer for 84 physical damage.
Saw horror's physical bleed area effect hits Naga myrmidon for 84 physical damage.
Saw horror's physical bleed area effect hits Netherworm mass for 84 physical damage.
Saw horror's physical bleed area effect hits Giant netherworm for 84 physical damage.
Bleeding from Saw horror hits Giant netherworm for 8 physical damage.
Bleeding from Saw horror hits Naga myrmidon for 8 physical damage.
Bleeding from Saw horror hits Devourer for 8 physical damage.
Saw horror uses Kinetic Leech.
Dreaming Death shrugs off the effect 'Slow'!
Devourer slows down.
Netherworm mass slows down.
Naga myrmidon slows down.
Netherworm mass slows down.
Netherworm mass slows down.
Talent Virulent Disease is ready to use.
Worm Rot from Worm that walks hits Dreaming Death for (19 abyssal shield), 19 blight, (13 abyssal shield), 13 acid (33 total damage).
Epidemic from Worm that walks hits Dreaming Death for (22 abyssal shield), 22 blight (22 total damage).
Imploding (slow) from Saw horror hits Dreaming Death for (35 abyssal shield), 23 physical (23 total damage).
Bleeding from Saw horror hits Dreaming Death for (4 abyssal shield), 2 physical (2 total damage).
Bleeding from Saw horror hits Netherworm mass for 15 physical damage.
Bleeding from Saw horror hits Netherworm mass for 15 physical damage.
Bleeding from Saw horror hits Netherworm mass for 15 physical damage.
Worm that walks casts Drain.