Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines 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: 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 | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Shalore |
Class | Archmage |
Level / Exp | 21 / 12% |
Size | medium |
Lifes / Deaths | Killed by Bethalle the large brown snake at level 17 on the 12nd Regrowth 123rd year of Ascendancy at 18:48 2 / 4Killed by Xille the cold drake hatchling at level 17 on the 18th Regrowth 123rd year of Ascendancy at 16:35 Killed by Polowe the sandworm destroyer at level 21 on the 36th Pyre 123rd year of Ascendancy at 09:34 Killed by Elenwen at level 21 on the 36th Pyre 123rd year of Ascendancy at 09:39 |
Primary Stats
Strength | 8 (base 10) |
Dexterity | 23 (base 15) |
Constitution | 15 (base 10) |
Magic | 67 (base 50) |
Willpower | 33 (base 27) |
Cunning | 21 (base 20) |
Resources
Life | 403/403 |
Mana | 430/430 |
Healing Factor | 1.0460311219418 |
Regeneration | 0.26150778048545 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 7 |
See Stealth | 11 |
See Invisible | 12 |
Offense: Mainhand
Damage | 26 |
Accuracy | 31 |
Crit Chance | 23% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 46 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Physical | +9% |
Temporal | +9% |
Lightning | +20% |
Arcane | +6% |
Cold | +17% |
All | 0% |
Defense: Base
Armour (hardiness) | 4 (30%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 33 |
Mental Save | 22 |
Defense: Resistances
Acid | + 31%( 70%) |
Mind | + 24%( 70%) |
Nature | + 12%( 70%) |
Darkness | + 12%( 70%) |
Physical | + 13%( 70%) |
Cold | + 34%( 70%) |
All | + 9%( 70%) |
Defense: Immunities
Confusion Resistance | 40% |
Instadeath Resistance | 100% |
Blind Resistance | 41% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 281 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 58 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
Spell / Meta | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Storm | 1.30 |
| 2/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Temporal | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Divination | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Effects
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You must explore the renegade Shaloren camp. | active |
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 improved talent Vision (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Scintillating Caves. Escort: lost sun paladin (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | 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. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
The Abashed Expanse is a part of Eyal torn apart by the Spellblaze and thrown into the void between the stars. Spellblaze FalloutsIt has recently begun to destabilize, threatening to crash onto Eyal, destroying everything in its path. You have entered it and must now stabilize three wormholes by firing any spell at them. Remember, the floating islands are not stable and might teleport randomly. However, the disturbances also help you: your Phase Door spell is fully controllable even if not of high level yet. * You have explored the expanse and closed all three wormholes. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Layelewyn the pair of rough leather boots (0 def, 1 armour) =20confusion= Layelewyn the pair of rough leather boots (0 def, 1 armour) =20confusion=2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +3% physical ----- def ----- Armour +1 Fatigue -4% Resists +3% mind +12% cold Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.enc +21 A pair of boots made of leather. |
Light source | Swampquarry =44health= Swampquarry =44health=2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Apr +7 ----- def ----- Defense +15 (+7 eff.) Resists +3% nature +1% physical Max.HP +44.00 ---------- 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. |
On head | linen wizard hat 'Lisytira' (1 def, 0 armour) =80health, 10tpres= linen wizard hat 'Lisytira' (1 def, 0 armour) =80health, 10tpres=2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +16% cold Max.HP +80.00 Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Tool | iron torque of psionic shield [power 27] (25 cooldown) iron torque of psionic shield [power 27] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 27 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | copper ring of sensing =20blind= copper ring of sensing =20blind=0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
On fingers | marksman's copper ring of sensing =20blind= marksman's copper ring of sensing =20blind=0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +6 See.Invis +7 Rings make your fingers look great! |
Around waist | rough leather belt 'Rimebait' =70health= rough leather belt 'Rimebait' =70health=1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Dmg.mod +6% cold ----- def ----- Die.at -40.00 life Max.HP +30.00 A belt that goes around your waist. |
In main hand | Bethobretha (20-24 power, 4 apr, lightning element) Bethobretha (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Spell.crit +10% Crit.mult +14.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% lightning +6% physical Acc +20 (+9 eff.) Apr +1 ----- def ----- Defense +20 (+8 eff.) Resists +3% darkness Spell.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Main armor | Arimitta the woollen robe (2 def, 3 armour) =40hp, 5tpres, 35mana= Arimitta the woollen robe (2 def, 3 armour) =40hp, 5tpres, 35mana=2.0 T2 cloth armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid +9% temporal +6% arcane ----- def ----- Armour +3 Defense +2 (+1 eff.) Resists +15% acid +3% mind +9% all Phys.save +17 (+8 eff.) Die.at -40.00 life Disease- +20% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +35.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | spellcowled linen cloak (1 def, 0 armour) =40mana= spellcowled linen cloak (1 def, 0 armour) =40mana=2.0 T1 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +1 Wil ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Delemas =+20confusion= Delemas =+20confusion=0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +5 (+5 eff.) ----- def ----- Resists +11% mind +3% physical Confus- +20% Amulets make your neck look great! |
Inventory
Blood of Life Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
movement infusion of the wizard (speed 619%; cd 9) movement infusion of the wizard (speed 619%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 619% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 13; cd 18) blink rune (range 4; phase 13; cd 18)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 warrior (absorb 161; dur 4; cd 14) shielding rune of the warrior (absorb 161; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 161 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
cleansing copper amulet cleansing copper amulet0.1 T1 amulet jewelry [Ego] Disrupt While equipped: ----- def ----- Resists +12% nature +12% blight Poison- +21% Disease- +20% Amulets make your neck look great! |
copper amulet 'Eremuhell' copper amulet 'Eremuhell'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce armor by 34% ----- def ----- Resists +9% temporal Spell.save +3 (+1 eff.) Amulets make your neck look great! |
Polama the Kindleminister =3 Con= Polama the Kindleminister =3 Con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +11% nature +30% light Melee Ret 4 light ----- def ----- Resists +22% nature Rings make your fingers look great! |
copper ring 'Belath' copper ring 'Belath'0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Mag ----- def ----- Armour +2 Resists +1% physical Spell.save +4 (+2 eff.) ---------- misc Equi/ret +0.12 Rings make your fingers look great! |
titan's copper ring of arcana (+0.11/turn) =+21silence= titan's copper ring of arcana (+0.11/turn) =+21silence=0.1 T1 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
wizard's copper ring wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring of power wizard's copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Phys.pwr +6 (+6 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Dimgasher =resists= Dimgasher =resists=0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% acid On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +24% acid +5% arcane +9% darkness +18% lightning Rings make your fingers look great! |
gold ring 'Drugadan' =stats, saves= gold ring 'Drugadan' =stats, saves=0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Mag +2 Cun +4 Con ----- def ----- Phys.save +14 (+7 eff.) Spell.save +7 (+3 eff.) Mind.save +9 (+4 eff.) ---------- misc See.Invis +18 Rings make your fingers look great! |
Glytha the elm magestaff (10-12 power, 2 apr, lightning element) Glytha the elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +2 Wil dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Phys.save +15 (+7 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Kor's Fall (10-12 power, 0 apr, darkness element) Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 144.19 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (288). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element) yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff 'Emeluganor' (20-24 power, 4 apr, darkness element) =see invis= yew vilestaff 'Emeluganor' (20-24 power, 4 apr, darkness element) =see invis=5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +1 Mag dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Infravis +2 See.Invis +18 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ulfadar the iron greatsword (14-23 power, 1 apr) =7Con= Ulfadar the iron greatsword (14-23 power, 1 apr) =7Con=3.0 T1 greatsword 2H weapon Reqs Str 11 [Rare] Nature Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit.r2 +16 physical While equipped: Stats +7 Con +9 Wil dps ---------- Phys.crit +1.0% Crit.mult +10.00% Phys.pwr +5 (+5 eff.) ----- def ----- Armour +2 Defense +5 (+2 eff.) Max.HP +23.00 Massive two-handed swords. |
arcing steel mace of shearing (16-22 power, 3 apr) arcing steel mace of shearing (16-22 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego+] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 79 damage While equipped: dps ---------- Res.pen +6% all Acc +5 (+2 eff.) Apr +5 Blunt and deadly. |
Tidescar (12-16 power, 6 apr) =5 Con= Tidescar (12-16 power, 6 apr) =5 Con=1.0 T2 dagger 1H weapon [Rare] Nature Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 cold While equipped: Stats +5 Str +5 Dex +5 Mag +6 Wil +4 Cun +5 Con dps ---------- Dmg.mod +24% cold Res.pen +15% lightning ----- def ----- Resists +12% lightning Sharp, short and deadly. |
resonating thorny mindstar of storms (7-8 power, 24 apr, nature damage) =3str 3con= resonating thorny mindstar of storms (7-8 power, 24 apr, nature damage) =3str 3con=3.0 T3 mindstar 1H weapon [Ego++] Nature/Psionic Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +1 Mag +3 Wil +3 Cun +3 Con dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 lightning Dmg.mod +9% lightning +5% mind Res.pen +6% lightning +3% mind ----- def ----- Resists +5% lightning +4% mind Dmg.Resnn +10% ---------- misc Psi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
stormbringer's hardened leather sling of cunning (+3) stormbringer's hardened leather sling of cunning (+3)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +14 lightning +5 cold While equipped: Stats +3 Cun dps ---------- Mov.spd +25% Res.pen +13% lightning +5% cold +6% physical Slings are used to hurl stones or metal shots at your foes. |
Sunwreath (0 def, 0 armour) =lucid= Sunwreath (0 def, 0 armour) =lucid=2.0 T1 cloth armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +3% light +9% mind Res.pen +5% light Melee Ret 8 light ----- def ----- Resists +11% darkness +11% mind +3% light +7% all Phys.save +10 (+5 eff.) Spell.save +11 (+5 eff.) Mind.save +20 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour) linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe (0 def, 0 armour) spellwoven linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Resists +7% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Timantir the cashmere robe (0 def, 0 armour) =5 con= Timantir the cashmere robe (0 def, 0 armour) =5 con=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +10% nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +12% acid +6% temporal +9% darkness +11% all Poison- +23% Disease- +29% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing hardened leather armour of Eyal (9 def, 6 armour) cleansing hardened leather armour of Eyal (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +12% nature +11% blight Max.HP +25.00 HP.reg +6.00 Heal.mod +12% A suit of armour made of leather. |
radiant dwarven-steel mail armour of implacability (3 def, 13 armour) radiant dwarven-steel mail armour of implacability (3 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +13 Defense +3 (+1 eff.) Fatigue +6% Resists +15% blight +13% darkness Phys.save +8 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
cleansing dwarven-steel plate armour of cold resistance (0 def, 11 armour) cleansing dwarven-steel plate armour of cold resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Disrupt/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +14% blight +17% cold +14% nature A suit of armour made of metal plates. |
hardened leather belt 'Armehad' =5 str= hardened leather belt 'Armehad' =5 str=1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Str +1 Dex dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +19 (+13 eff.) ----- def ----- Armour +4 Resists +2% physical Phys.save +3 (+1 eff.) ---------- misc Infravis +2 A belt that goes around your waist. |
linen cloak of Iron Throne (1 def, 0 armour) =2 Str 1 Con= linen cloak of Iron Throne (1 def, 0 armour) =2 Str 1 Con=2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hathatokhad the pair of hardened leather boots (0 def, 3 armour) Hathatokhad the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Crit.mult +20.00% Res.pen +15% mind ----- def ----- Armour +3 Resists +8% lightning +9% temporal Crit.dmg- 10.00% ---------- misc Hate/m.crit +2.00 A pair of boots made of leather. |
Politira the pair of iron boots (0 def, 3 armour) =3 Con= Politira the pair of iron boots (0 def, 3 armour) =3 Con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil +5 Cun +3 Con dps ---------- Dmg.mod +3% mind Melee Ret 2 mind ----- def ----- Armour +3 Fatigue +2% Phys.save +5 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +2 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Faluhor the Glowire (0 def, 1 armour) =3Dex= Faluhor the Glowire (0 def, 1 armour) =3Dex=1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% acid +15% light Acc +12 (+6 eff.) Melee Ret 2 light 8 fire ----- def ----- Armour +1 ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful hardened leather gloves of dexterity (+2) (0 def, 2 armour) restful hardened leather gloves of dexterity (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +12 (+6 eff.) ----- def ----- Armour +2 HP.reg +1.00 ---------- misc Stam/turn +0.90 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Starpython' (0 def, 2 armour) =20storm penet= dwarven-steel gauntlets 'Starpython' (0 def, 2 armour) =20storm penet=1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +15% cold +5% mind +3% light Res.pen +20% lightning +20% light ----- def ----- Armour +2 Fatigue +3% Resists +7% mind ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Hathanik the linen wizard hat (1 def, 0 armour) Hathanik the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +3% mind ----- def ----- Defense +1 (+0 eff.) Resists +15% lightning ---------- misc Hate/m.crit +1.00 Max.psi +40.00 A pointy cloth hat, very wizardly... |
Dourwrack the rough leather cap (0 def, 1 armour) =+10blind, confusion= Dourwrack the rough leather cap (0 def, 1 armour) =+10blind, confusion=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +9% lightning +3% darkness HP.reg +2.00 Blind- +10% Confus- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
hardened leather cap 'Gloroba' (0 def, 3 armour) =3str 4dex= hardened leather cap 'Gloroba' (0 def, 3 armour) =3str 4dex=2.0 T3 head armor [Rare] Nature While equipped: Stats +3 Str +4 Dex dps ---------- Mind.crit +4% Crit.mult +10.00% Phys.pwr +20 (+13 eff.) Apr +2 ----- def ----- Armour +3 Fatigue +3% Resists +10% lightning +7% temporal A cap made of leather. |
agate 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. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine 2 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. |
2 citrine 2 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. |
2 aquamarine 2 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 opal 2 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 amethyst 2 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. |
onyx 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. |
2 emerald 2 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. |
2 garnet 2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Glorosewyn the Morbuspain Glorosewyn the Morbuspain2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Res.pen +20% cold On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Max.HP +40.00 ---------- misc Light +3 Infravis +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. |
brass lantern 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. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +45.00 ---------- 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. |
alchemist's lamp of clarity alchemist's lamp of clarity1.0 T3 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +7 (+3 eff.) ---------- misc Light +4 See.Stealth +13 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cuthokalthoran (dig speed 28 turns) Cuthokalthoran (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Cun +1 Str dps ---------- Acc +3 (+1 eff.) On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +5% arcane ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Getachak the Heatvengeance (dig speed 36 turns) Getachak the Heatvengeance (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +2 Dex dps ---------- Dmg.mod +6% nature +9% fire ----- def ----- Resists +11% nature +9% fire Die.at -80.00 life While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Ulfaneg the Naturestriker (dig speed 38 turns) =3 Str= Ulfaneg the Naturestriker (dig speed 38 turns) =3 Str=3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% nature On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Fatigue -5% Resists +9% acid +3% cold +12% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
overpowered iron torque of clear mind [power 1] (38 cooldown) overpowered iron torque of clear mind [power 1] (38 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of psionic shield [power 43] (25 cooldown) piercing steel torque of psionic shield [power 43] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Charblack the elm wand of lightning storm [power 128] (15 cooldown) =10silence= Charblack the elm wand of lightning storm [power 128] (15 cooldown) =10silence=2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +10% mind +15% fire ----- def ----- Resists +2% physical Silence- +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (153 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of conjuration [power 155] (15 cooldown) soothing ash wand of conjuration [power 155] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a magical bolt dealing 170 acid damage Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Elenwen the Shalore Archmage level 16
77th Dusk 122nd year of Ascendancy at 07:01 see stats
By Elenwen the Shalore Archmage level 10
2nd Dusk 122nd year of Ascendancy at 21:36 see stats
By Elenwen the Shalore Archmage level 20
33rd Regrowth 123rd year of Ascendancy at 19:22 see stats
By Elenwen the Shalore Archmage level 2
74th Pyre 122nd year of Ascendancy at 20:55 see stats
By Elenwen the Shalore Archmage level 20
19th Pyre 123rd year of Ascendancy at 07:33 see stats
By Elenwen the Shalore Archmage level 17
12nd Regrowth 123rd year of Ascendancy at 18:48 see stats
By Elenwen the Shalore Archmage level 11
42nd Dusk 122nd year of Ascendancy at 09:28 see stats
By Elenwen the Shalore Archmage level 11
9th Dusk 122nd year of Ascendancy at 05:27 see stats
By Elenwen the Shalore Archmage level 16
10th Haze 122nd year of Ascendancy at 23:31 see stats
By Elenwen the Shalore Archmage level 21
36th Pyre 123rd year of Ascendancy at 09:39 see stats
Log
Terrified from Polowe the sandworm destroyer hits Elenwen for (2 absorbed), 0 mind, (2 absorbed), 0 darkness (0 total damage).
Polowe the sandworm destroyer uses Blindside.
Elenwen is dazed!
Elenwen is not dazed anymore.
Elenwen is dazed!
Polowe the sandworm destroyer hits Elenwen for 106 physical, 87 physical (194 total damage).
Elenwen is not dazed anymore.
Elenwen is no longer out of phase.
Talent Lightning is ready to use.
Talent Shock is ready to use.
Terrified from Polowe the sandworm destroyer hits Elenwen for 2 mind, 2 darkness (3 total damage).
Elenwen attacks Polowe the sandworm destroyer in a fit of paranoia.
Elenwen misses Polowe the sandworm destroyer.
Polowe the sandworm destroyer uses Knockback.
Elenwen is dazed!
Elenwen is not dazed anymore.
Polowe the sandworm destroyer hits Elenwen for 170 physical, 151 physical (321 total damage).
Elenwen the level 21 shalore archmage was raked to death by Polowe the sandworm destroyer on level 3 of Sandworm lair.
You have 2 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Polowe the sandworm destroyer killed Elenwen!
Saving game...
Saving done.
Talent Chain Lightning is ready to use.
Talent Nova is ready to use.
Ran for 2 turns (stop reason: interesting character).
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!